Game
A Day In The Life

6 years ago

Character portraits won’t be making it into the game until one of us learns how to make a face in 26x26 pixels or less. :D




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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.

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

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.

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.

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.

Finally, you can sell the fruits/veg of your labour. :)

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.

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.