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What do you think?

what is that mod in the images in overview?

I've been looking for something like this

do fnaf world but only 1 party member mode pls

I mainly did this project as a sort of “what if” scenario in regard to Scott handling how the game loads assets. He called it a mistake with how he crammed both battles and the overworld together in one frame, but was it really?

I’ve seen a few instances now where people have “fixed” that issue by separating battles from the overworld. While yes, that does make the overworld load almost instantly, now you have a long loading screen before every fight. Seems less like fixing the core problem and just moving it somewhere else, y’know ?

So I wanted to see if combining everything into the overworld would still make it playable, and the answer is yes! (As you can see with this game haha.)

A lot of the other “frames” in the game are very resource-lite. It’s not hard at all to just incorporate them all together; it just takes a bit of time. Plus a lot of the objects are already loaded into the overworld to begin with, like biggest one being the character idle animations, so it’s not like you’re giving the game a weight too heavy to bear.

Obviously having a copious amount of assets loaded in at all times is not very practical, but for FNaF World? I think it fits for the game quite well. Especially since you can breeze through it if you try.

So my takeaway is that combining battles and the overworld did have a lot of good merit behind it, but Scott fell short due to then creating a ton of tiny frames that would require you to reload the mega overworld frame again each time you left it. And it would help if he actually used group events. They’d be a major help in not only organization (so he’d be able to read his own code), but also more easily separate all the overworld events from the battle events, instead of doing a bunch of “battle=0” and “battle=1” conditions.

#fnaf #fnafworld



teen
Mild Cartoon Violence
Mild Fantasy Violence

In all this mod became pretty useless in modern times because load time optimization has dramatically improved since 2016. You’d essentially have the same effect now if you were to just reexport the original game

(scott you should do that)

The game has now been re-exported using Direct3D 11 instead of Direct3D 9, so it should run much smoother if you were experiencing any frame drops. Loading times won't really change though ;)

I was contemplating unlisting this game due to not fitting in with the other games I have published now, but I guess I won't. It literally is just the same World experience except less waiting, but maybe some people would find it interesting

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