Game
A Day In The Life

6 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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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.

Buttons jump scare test shot

Buttons ver 2- jumpscare Test

(Mines and menus preview build)

Available for testing now

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.

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.

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?

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.

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!)