Game
A Day In The Life
6 years ago

Bit of productivity goes a long way. Tools have been sitting unfinished due to lack of animations. but hoe and watering functionality is now implemented with hammer looking to be the next tool to be properly added.




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

(Mines and menus preview build)

Available for testing now

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.

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.

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, 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.

Opinions on a new graphics style?

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.

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.