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.



0 comments

Loading...

Next up

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.

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.

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

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.

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?

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.

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!)

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

Character customization: How and why bother? (expand)