Next up
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.
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.
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?
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
Buttons ver 2- jumpscare Test
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!)
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.
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.
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.













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