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FNAFB: Tavish's Night at F***boy's Restaurant
















4 months ago

Actual Devlog Thingy


Hello!

Been a bit, as per usual. I'm here to follow up on my previous post since if I recall correctly, I said I'd do a devlog thingy.
So let's get straight into it, all the new changes and all that. (There's kinda a lot, also there might be some things I might've mentioned in the past, but that I honestly forgot.)

I'll start with the gameplay changes. When it comes to the combat itself, the main changes are the following :

- Added the ability to scan enemies
- Added a very slight MP regen on basic attacks. (7%, it could help out in a pinch)
- Added an elemental system to give the gameplay more depth. (I'll go into detail why later on in this post)
- Enemies from alpha to delta have all been reworked. They felt pretty bland to me, and I also just felt like they could use some changes.
- Way too many stat changes for Demoman and Spring Bonnie.

That might be it for that, but honestly, I might've forgotten one or two.

Okay, now for the actor changes :

- Demoman has received several new skills, along with some of his past skills being reworked into new ones.

- Demoman's passive has been changed as well, he is now less likely to be inflicted by status effects. (Originally, his passive was just giving him two actions)

- Demoman's stats overall health and mp was lowered, to make up for this, all of his other stats were increased substantially, except for his magic attack which doesn't really affect him as he's a physical attacker. Finally his luck stat was increased a bit, as to increase the odds of inflicting status effects.

- Spring Bonnie has received a whole lot of new skills, he originally had 5, and that number basically has doubled now.

- Spring Bonnie keeps his current passive which is to act twice, but instead of it being all the time, it was changed to being a chance of acting twice. (25% Chance to act twice if I'm not wrong)

- Spring Bonnie's stats were changed quite a bit, because I wanted him to be a supportive character originally. This means that most of his stats were lowered to a certain extent. His speed was left untouched, as there would be no point if he died being getting his buffs/heals out. Same as demo, his luck stat was increased a bit.

Jeez, that it's for the actor changes I think, next is the story changes :

- So, I won't go into full on details, but while some parts of the story will remain such as the endo fight for example, a good chunk will change, I already have the general idea written down, along with how I want things to go. This does change the scope of the game from a kinda small 2 hour maybe long game to something maybe even longer. Since the game is basically being redone in a way, this is why I added the elemental system, I know these are usually not a great idea in shorter experiences, but seeing as the scope of the game has expanded, I felt it was a good change to make. Plus, since I've been remaking most of the game, it won't (hopefully) feel like a last minute addition.

Graphical changes :

Some of the graphical changes will be shown in the screenshots above (by that i mean like 3, just so you get an idea of what might have changed lol), but basically, a good chunk of things have been changing depending on whether or not I felt it needed to change. This goes from facesets, to pictures, and ect.

Map changes :

So, as some may or may not have noticied, this being my first project, I originally used FAE MV as my base, which meant that besides a few maps that were made by me, most of it wasn't. So deciding it was time, I changed, and made my own maps. The map layout more or less stays the same, with a few changes here and there, but this time, I actually made it myself lol.
I've also decided to make some new maps, (that you can see in the screenshots) these maps are for side content, at least this is my current plan for some of them. I do plan on potentially making the story take place in these at one point or another, but that will have to wait. I don't want to make it feel, well, forced. I want it to have an actual reason as to why you have to go to X map to do Y objective, whether that be because of a main quest, or because something happened leading you to make your way back and ending up there one way or another.

That's it, I think, there's most likely stuff I didn't mention, but this post is long enough as is. So, here's a little end note :

Working on this game is a blast, this being my first project, the first demo of the game made me learn a lot, and with everything I learned, I wanted to make something I can be proud of in a way. Not saying I wasn't proud of the demo, far from it, but doing this is really fun and that's all that really matters to me.
As much as I want it to be the """perfect""" game, because I want the feedback to be as good as possible. I also know that the fact I'm putting my work out there, is plenty enough for me to be happy. Whether it ends with good or bad feedback.

Anyways, I'll end this post with a quick thing I wanna mention. I decided it was time for some real time off, so I paid a vacation for me and my family. (Of course that was planned like, 2 months ago, but still)
I'll be gone for a week and I'll be making sure to enjoy myself there. So, until next time, have a damn good day!

PS : For anyone reading this like 8 hours or so after the original post went up, just adding this to say that I removed the demo due to it no longer resembling at all the current state of the game.



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