Next up
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.
working on a new mechanic for the prototype. no need to wander over to those far away items when you can just send in your drone.
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
Our latest efforts have been rewriting our scene change code and with that comes some lovely transitions made using a greyscale image and a new shader.
I'm currently working on a new game with a team of people. Here's a mannequin being assaulted for test purposes. Gotta do what you gotta do for your damage systems.
(Mines and menus preview build)
Available for testing now
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.
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.
Finally, you can sell the fruits/veg of your labour. :)











0 comments