Game
A Day In The Life

6 years ago

Welcoming weeds!

All crop systems are working which just leaves field clutter left. Rocks and weeds will generate after storms. You may also get the odd weed sprout in empty tiles each day so be sure to cut them down and smash them up!




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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.

(Mines and menus preview build)

Available for testing now

VERY early test of very basic systems in my new project. Do your work, keep the lights on, and everything will be fine. I really want to gush about some of the things not seen here, but will save that until they can be shown off. FnafKit who?

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

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.

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.

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

Buttons ver 2- jumpscare Test

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.

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.