Game
A Day In The Life
6 years ago

There will be a small update to the test build today. Bringing with it a fix to the all crops are turnips bug, grass seeds and a few more crops. Time permitting the scythe will also make it in.




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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.

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.

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.

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.

Buttons ver 2- jumpscare Test

Opinions on a new graphics style?

(Mines and menus preview build)

Available for testing now

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.

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

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