Game
A Day In The Life
6 years ago

Seem to have alot more free time these days. Not been idle so now the shop menu is almost ready.




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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.

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!)

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?

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.

(Mines and menus preview build)

Available for testing now

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

Buttons jump scare test shot

Finally, you can sell the fruits/veg of your labour. :)

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.