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Game
DREADWALKER
2 hours ago

[ARTICLE]

The "it's TRTF's 10th anniversary so i get to make a DREADWALKER post again" post-post (and finally, some progress on the game. FOR ONCE.)


Hello, again! I'd like to start off with my sincere apologies for like... not giving DREADWALKER any sort of love. At all. Things have been tough, and well—there's this trip too. (Sitting in a hotel as we speak, no, I don't have a laptop so rip)

Now... Let's get back to DREADWALKER. I have reduced the floor amount to about six floors. (our final floor count, and finally, have decided with what floor is for each)

Now, I know people might get mad at this; "Wha- Why? I need my goo-furry game that has been in development hell since 2022 to be 24 hours long!" I have been quite stressed out by the fact that I MIGHT be possibly overworking all of the team with such a big game. Sure, some people coming up to assist on the game are only here for "get the movement done and ur free AND i'll take over, also heres cat picture" or something along the lines—but there is still that feeling. Six floors should finally be enough, for a game of this length and development cycle.

Also, I'd like to say that the game isn't entirely... free-roam anymore. Trying to replicate the style of TRTF 5 and TP:SM with this skill on my (and others) Clickteam programming was... quite stupid to say the least. It's only... semi-freeroam? Certain floors can have you move around and stuff, however, certain floors CAN have you stuck in one place and do certain tasks to progress.

Sorry to disappoint. Hopefully, I can have this game out by 2025.



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