Game
FNaF World XL
4 months ago

EXTREMELY Important Poll: Act upon wild idea?


So, I got more work done on the game's code, and it occurred to me that the recent content is leaning into one-sided territory. Had a really big idea hit that could be cool, but would also require it's own amount of time and effort to bring to life.

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Option 1:

I stick to the original plan, focusing mainly on just adding the costume skills and maybe implementing a new difficulty setting or two to compensate. I wrap up Classic Edition, then focus on work on the redesign at some point later on.

Option 2:

I enact upon a wild idea that hit me recently.

I start by returning the costumes back to their basic, cosmetic status and just make this a smaller update that'll be focused solely on fixes.

I then properly add the skills within a full size sendoff update for Classic Edition.

It'd be taking certain elements from the planned-but-stuck-in-concept-limbo-actual Update 3, mixing it with some lingering assets I have on hand, and ultimately make a new story unique to this version of the game that wouldn't just end it on a few cliffhangers.

Option 3:

I do neither and maybe just focus on working on the actual game redesign since it's been ages and it now has a pretty stable framework to go off of.

  69 votes Voting finished

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Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.

Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.

(It was the values tied to IDing what foe it'd be.)

It'll likely need more testing, but we're back in buisiness!

Pretty safe to say that Possy will be increasing the price of costumes to compensate for this recent development.

How about we change things up?

Suppose it was about time that some of these skills got a little extra kick.

New look, new direction.

So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.

(And a further refined public release of this later on. If there's interest.)

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.

Still have to address a few tweaks to layering and test some other sidequests, but I think that we're back on track again.