Game
A Day In The Life

5 years ago

The start screen in action. At the moment I'm writing a class to store and load saved data so that the demo can store any progress so far. Having file systems and a tittle screen has this feeling alot more put together now.




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The red sock continues his wandering of the multiverse for an object of great power. Taking on a fellow traveller on his way.

Finally, I've had some time to do some more work on the recode. There is hardly anything to see except for this utilitarian clock which can be swapped to 12 and 24 hours in settings. The lighting again changes through the day too.

I know it has been a while since the last update, but life got in the way. Here we can see how buttons can be customized and given functionality through the event system. More to come as the event system grows.

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.

Finally, you can sell the fruits/veg of your labour. :)

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

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.

Quick update on the project, Dialogue system has been rewritten from the old version of the game, functionally the same but a lot easier to use. The camera has been worked on and the inventory is being expanded with things like drag and drop.

Buttons ver 2- jumpscare Test

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.