Game
A Day In The Life

7 years ago

Right now Im setting up the base classes to be used to store item and tool data for the inventory. Seen here is the Tool class which deals with how an item works in relation to the inventory and the use methods.




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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.

Character customization: How and why bother? (expand)

Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

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

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.

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.

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.

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

(Mines and menus preview build)

Available for testing now