1 month ago

DEV LOG 1/28/25


Now that school has started back up again, I haven't had much time to work on the game. However, I did finish programming Chica's AI (although similarly to Bonnie's, I may end up tweaking it depending on how playtesting goes). I also created a Game Over screen that will display a different message depending on who killed you, which will hopefully help prevent frustration from not understanding character mechanics. A big part of the game will be figuring out the best strategies with different characters, so I want to provide hints and tips while not explicitly saying what the very best thing to do is.

And sadly that is all for now! Progress is still being made, albeit a bit slower than before. I'll be pretty busy for the rest of the week, but I think come next weekend I should be able to get another dev log posted.

Until then, see ya!



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words cannot explain how difficult it was to get these damn switches to work. everything that could go wrong, did go wrong. but, several hours later, i got it to work!!!!

i also fixed the visual distortion caused by the panorama filter, it looks way better now

DEV LOG 1/14/25

News regarding the development. Indefinite Delay - True classic for a FNAF Fan Game right?

my whole philosophy with the "office" is: how can i make the player feel claustrophobic AND exposed at the same time? the answer to this is: lots and lots of clutter

After 4 months, my retrospective and (way) over-analysis of the Five Nights at Treasure Island series is OUT NOW!!

https://youtu.be/H9fuoLv63yU

wires are such a pain to model

you can now turn around! there will be a few very vital tasks that must be performed on the wall behind you, but of course this does require turning your back on any possible threats...

DEMO OUT NOW!

the breaker panel is your friend (all textures/materials are VERY WIP and unfinished)