Game
A Day In The Life
4 years ago

Sorry for lack of updates. The games been going through some heavy redesigns and I'm now back at work with so little time. Managed to hook up the new input system so you can now play on keyboard/controller and the rest.




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

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.

Character customization: How and why bother? (expand)

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.

(Mines and menus preview build)

Available for testing now

I know it has been a while since the last update, but life got in the way. Here we can see how buttons can be customized and given functionality through the event system. More to come as the event system grows.

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.

The red sock continues his wandering of the multiverse for an object of great power. Taking on a fellow traveller on his way.

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.