That’s right folks it’s April, already! Given this version has a pretty important fix for those not using 16:9 ratio monitors and given the new inclusions and improvements we very well, I figured I’d toss this one out early!
While you might not see the new additions right away in this version (other than the immediately noticeable animatronic texture improvements) over 90% of them are in hidden easter eggs, and they are AWESOME! The one I hope you’ll all prefer is Camera Seven. You won’t see it on the map right away. It shows up when he wants. Camera Seven has a lot to tell. If he’s not showing you that, he’ll probably be showing you something else new! Keep on playing!
The noticeable part in this update is also performance related. A lot of tweaks have been brought forth to the scenery, especially having to be extremely careful with the Camera Seven “dollhouse” scenes. Those of you who use Anaglyph (Red/Blue) 3D glasses will notice a HUGE improvement in the color levels over the last version. Some may also notice the power consumption is a bit more lenient.
This will be the last major update roll-up in this project. I’ll obviously be addressing any issues especially if they’re major and “repeat cases”; then I got not choice! ;-) As for the questions about making F/ONAF II 3D… hold your horses. Camera Seven has a bit of FNAF II-ish-ness in it, but for now I don’t plan to storm onto another open project of the sorts, as I may begin development on my first commercial game soon. (Not related to FNAF, sorry! It is VR related though. I’m a VR addict… and proud of it!)
v1.0 “The April Update”
-Added Camera Seven
-Added scenes for Camera Seven
-Improved colors/levels in anaglyph 3D mode
-Corrected non 16:9 aspect ratio problems (Forces resize to 16:9 now)
-Completed texturing of models (Importing of GMOD model detail maps)
-Adjusted (slightly lowered) power consumption on cameras and lights.
-Death screen now shows player dying in Golden Freddy suit (For the sake of correctness)
-Bloodied the model textures in the death screen
-More nightmares
-Added soothing, mellow sound when you hit the light and an animatronic is at the door
-Title screen is now fair game for him
-Massive performance optimizations
-Removed Supersampling on Oculus version (runs better on low end systems now)
-Improved jumpscare animations
-Cams 2-B and 6 are now also in 3D
-Fixed one type of tile not showing on “Low” quality setting. (Bye bye problematic but pretty gloss shader)
Specifications on power:
Lights: 40W (Old 50W)
Doors: 50W (Unchanged)
Cams: 36W (Old 40W)
Power total: 10kW/s (unchanged)
Example: If a 50W device is running, it drains 50W every second it runs.
8 comments