Game
A Day In The Life

6 years ago

Character customization: How and why bother? (expand)


While we may be busy rewriting the game from the ground up (that's going wonderfully BTW) we have been looking into character customization but weren't really sure how to go about it until now. Either we would have to make tons of sprite sheets and give them each sets of animations which is just tedious.

Instead, we're going with a single set. All our character animations in one place. What we can do however is layer different character pieces on top of each other by overriding the base sprite sheet with pixel information from each set.

Further, in the week we will throw together a proper look at the concept but rest assured we're doing all we can to make a good game :P



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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?

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

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.

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.

Opinions on a new graphics style?

I know updates have been slow but there really isn't much to talk about when you're just tidying up existing code. We're looking at updating the art style to be just that bit nicer. The crop system working with an overhaul to interactions with tools.

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.

Grey boxing the first layout for the game, But got very distracted making this arcade tunnel. But its starting to take shape at least.

(Mines and menus preview build)

Available for testing now

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.