Game
A Day In The Life


5 years ago

Sometimes with random generation you'll get some nice results. Others you end up with weeds all over the place and no easy way to get rid of them. Just another annoying bug that's been fixed.


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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.

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.

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.

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

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.

(Mines and menus preview build)

Available for testing now

Buttons jump scare test shot

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

Character customization: How and why bother? (expand)