Game
A Day In The Life
5 years ago

NPC's are almost ready to go and so is the next test build. We've got some lovely things to be tried out and plenty of changes from the last build.




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

Buttons jump scare test shot

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.

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.

Character customization: How and why bother? (expand)

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

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!)

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