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
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.
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!)
Buttons ver 2- jumpscare Test
(Mines and menus preview build)
Available for testing now
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
Buttons jump scare test shot
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.
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
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?
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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