Game
A Day In The Life
5 years ago

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.




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Character customization: How and why bother? (expand)

Buttons ver 2- jumpscare Test

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.

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.

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

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.

(Mines and menus preview build)

Available for testing now

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!)

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.