Next up
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
Finally, you can sell the fruits/veg of your labour. :)
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.
(Mines and menus preview build)
Available for testing now
Buttons ver 2- jumpscare Test
Character customization: How and why bother? (expand)
Opinions on a new graphics style?
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.
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.
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.











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