1 year ago

DEVLOG 1/16/25


Today was mostly spent programming animatronic AI! One character can now roam the building, although I have not yet programmed the countermeasures or their actual attack. I also have been doing more texturing/modeling work, updating placeholders to give the "office" space a more polished feel (I am mainly focusing on the parts that are actually interactive and need to have models in order to be functional). I am going to continue working on character AI, although soon I will need to begin working on the computer system because certain characters' countermeasures require it.

That's all for now! I am going to be out of town for a bit, so it may be a while before the next devlog.



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Next up

reworking the breaker panel to simplify it, since multiple switches ended up really being unnecessary and confusing. it's not done yet, but there will simply be one switch and one button. easy peasy!

added some veiny grime to the rabbit as a sort of homage to the OG springtrap design

did i design and model an actual practical springlock mechanism that would allow for a human to fit inside and also support the animatronic's structure? yes, yes i did.

added a little icon on the map so you can see where you have an alarm activated even if you don't have that camera selected

that looks like it hurt...

something i have neglected to show very much is that there is indeed a window in your office, allowing you to see into a room that will be very important to keep an eye on...

updated the map to show the vents

if you're ever worried that the music box might be attracting unwanted threats, you can always just shut it off! of course, the music can't be turned off for too long...

Sometimes if you can't find something, you just gotta take a closer look...

the new and improved breaker panel is complete!