Game
A Day In The Life
6 years ago

Code for npc navigation has come on by leaps and bounds after creating a few editor tools to speed up the process. Soon enough they will be ready and pushed out in a quick update focusing on the hud redesigns and giving you access to the shop interface.




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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.

Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.

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

Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)

(Mines and menus preview build)

Available for testing now

Buttons ver 2- jumpscare Test

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.

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.

Opinions on a new graphics style?

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.