Game
A Day In The Life
5 years ago

Refactoring is going well. The player controller is almost ready. Thinking of giving farming an overhaul to be less harvest moon.




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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?

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.

Buttons ver 2- jumpscare Test

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

Opinions on a new graphics style?

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!)

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.

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.

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