Next up
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!)
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.
Opinions on a new graphics style?
(Mines and menus preview build)
Available for testing now
Celebrating pride month and all our other brothers and sisters fighting the world over for the personal freedom and rights that are still denied us. Some new menu themes that will crop up on each load up shown.
Character customization: How and why bother? (expand)
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.
Grey boxing the first layout for the game, But got very distracted making this arcade tunnel. But its starting to take shape at least.
Character bits! We're currently throwing together the character animation pieces for the new customization system :P












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