Game
A Day In The Life
5 years ago

Rewriting the Inventory interface today, looking over the old code is causing physical pain in me. Good news is when its done, it won't hurt to use either.




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

Character bits! We're currently throwing together the character animation pieces for the new customization system :P

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.

Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.

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.

The red sock continues his wandering of the multiverse for an object of great power. Taking on a fellow traveller on his way.

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.

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.

Buttons jump scare test shot