Next up
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?
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.
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!)
Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.
Buttons jump scare test shot
Modular stage kits are the next addition to the decor tab. Once all its skins are properly textured.
Buttons ver 2- jumpscare Test
Quick look at a new almost functional feature. The game will auto generate the camera display for your map as you build. There's also been some fiddling with the actual night controller to allow customization of the player.
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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