Hello, this is the first devlog. I’ll keep it fairly short, so I’ll only touch on some topics briefly to avoid making the post too dense.
First, I want to mention that the progress of the project has slowed down. I’ve started classes again, and because of that development has decreased considerably (also worth mentioning that I’m doing everything by myself). However, thanks to the fact that I programmed the most vital parts of the game very quickly before classes started, I now only need to implement simpler things and polish details so I can release the game as soon as possible.
Second, the animatronics. As I mentioned before, I finished the most important systems and I’m now polishing details, so even though it seems like something very important, I didn’t actually start programming the animatronics until near the end of development. However, I can confirm without a doubt that beyond their gameplay mechanics, their programming is already complete in the menus. For now, Freddy is the only character that is 100% functional. His AI is completely based on the one he had in the original UCN, and I hope it will be as faithful to the base game as possible.
Dee Dee is also already working, but I don’t think she’s important enough to go into detail about. However, she is a good character to show in a screenshot (image 1).
Third, the main menu has also received a bit of a facelift. It’s not very big compared to its original visuals, but in terms of functionality it’s quite different. Right now I’m not going to explain how it works because it would take way tooooo long, so I’ll just leave you with a preview and let you figure it out (image 2).
As for the other menus (options, pause), they haven’t been implemented yet, but the game is already programmed to adapt when they are added. So I can’t really show or explain much about them yet.
Fourth and finally: mod support is fully implemented. The game detects where its .exe file is located and from there it creates a folder where you can add characters, challenges, offices, or power-ups! Modders will also have tools to make creating mods easier, including documentation explaining how the new script classes work, menus to modify challenges, offices, and animatronics (the last two separated into animation sections and basic variable settings), and other examples to help make development easier. BUT, this documentation will not be available right when I release the first version of the project, since it’s a lot to compile and I’ll probably end up changing parts of the code while writing it to optimize the scripts. So to get started with modding, I will release a BASE MOD that will come as an extra download alongside the game’s release. This way people will be able to see how mods works and analyze how you can create your own stuff.
I think that’s all I have to add. Bye!














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