Game
A Day In The Life
5 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.




0 comments

Loading...

Next up

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

Character customization: How and why bother? (expand)

Buttons jump scare test shot

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

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!)

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.

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.

(Mines and menus preview build)

Available for testing now

Opinions on a new graphics style?

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.