Game
A Day In The Life




6 years ago

Day/night lighting


So here we have the first of the newly implemented features. actual day and night which was pretty easy to implement in the end. A switch of the sprite material to recieve light then I could tie the lighting in with the changes of the clock.

Right now Ive got one method that triggers when the clock updates at a specific time which runs a switch statment and uses the current hour and an array containing colour and brightness values to alter the light. The light defaults to a single value for all indoor scenes and the method is called again when exiting.



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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.

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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.

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.

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.

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?

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