Game
A Day In The Life

5 years ago

(Mines and menus preview build)

Available for testing now


It's taken a bit longer, but we have the next test build ready for play. Once more these builds are not intended to represent the finish game, rather they demonstrate mechanics and new features.

Features this update include:

*Many, many bug fixes to previous farm test build

*Save systems have been expanded to three files

*Tools are now part of the players inventory

*Lighting system overhaul

*Demo shop now open for business (outside your house)

*Sell produce and earn money with the export box.

*Example NPC (Very basic and lacking unstable behaviours)

*Mine example added with 30 random floors to explore.

*Improved player physics.

As stated above this build is not representative of the complete game. Anything and everything is subject to change as we go on (especially sprites).

Find any bugs or have suggestions do let us know ;)



1 comment

Loading...

Next up

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

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.

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?

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

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.

Buttons ver 2- jumpscare Test

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!)

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.

Opinions on a new graphics style?