
Next up
I've decided to look for people who can help contribute assets to the game. If you know how to 3D model and unwrap and want to help out, give me a message. I'm also offering to pay what I can for contributions.
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
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.
A few months back, we ran a contest for some animatronic designs to be included in the night mode release. Things have been pretty busy, but here's a shot of Buttons. And to the right of him, buttons with his final textures in place.
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.
Modular stage kits are the next addition to the decor tab. Once all its skins are properly textured.
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.
Remember, even the most experienced of socks can have trouble navigating infinity.
Quick look at a new almost functional feature. The game will auto generate the camera display for your map as you build. There's also been some fiddling with the actual night controller to allow customization of the player.
The red sock continues his wandering of the multiverse for an object of great power. Taking on a fellow traveller on his way.
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