Game
A Day In The Life
6 years ago

TestBuild 3 (What to expect)


We're currently hoping to push the next test build of the game in the next few days and have put together a list of new features that will be added or changed.

Maps

  • Demo Town (Will not be the final map)

  • Town store inside

  • Farm house (Updated)

  • Demo farm (updated, larger field, new house)

Changes

  • Dialogue window Skin has been edited

  • Camera has been zoomed away to look better in full screen.

  • Inventory menu redesigned

Additions

  • Money!

  • Crop box functionality (earn money)

  • Early finances menu

  • Sold item stats

  • Store interface (spend it!)

  • Tools will have their own dedicated slots in the inventory now and the debug selector disabled.

  • Basic Npc examples (can be talked to, move about the world, given gifts and befriended).



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Next up

Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.

(Mines and menus preview build)

Available for testing now

I know updates have been slow but there really isn't much to talk about when you're just tidying up existing code. We're looking at updating the art style to be just that bit nicer. The crop system working with an overhaul to interactions with tools.

Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.

Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)

Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.

Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.

Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

Opinions on a new graphics style?

Character bits! We're currently throwing together the character animation pieces for the new customization system :P