Even more bugs squashed thanks to good ol @Nightonic . With movement given a much-needed overhaul (no more jittery collisions, yay!) We have our actual mine loot ready now, and we're looking to finalise the male player design and add our female option.
Next up
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
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.
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
Opinions on a new graphics style?
(Mines and menus preview build)
Available for testing now
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.
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.
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.
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