Game
A Day In The Life

5 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?

(Mines and menus preview build)

Available for testing now

Hi everyone, I wanted to put my project back out there after taking some time off. Fnafkit is a game about creating custom fnaf games with no need for programming. I'm also looking for anyone interested in helping out! https://gamejolt.com/games/TKFNAF/444860

Opinions on a new graphics style?

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

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.

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.

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.

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.