Honestly It shouldnt be that hard, just time consuming. I know exactly how i can and most likely will code the cameras, and it goes as follows:
set a value for each animatronic, with the number being which room its in. the code checks to see what camera number its on, and then it checks to see what animatronics should be in that room using an if else statement with the animatronic room value.
Ive coded this many times in scratch so that helps a lot with planning these things out. For now however, im focusing more on getting the core mechanics done than the AI. Id rather sink my time into stuff like camera switching than ai, since i doubt most people will care much about the surface level AI compared how well the game feels to play. Most people only see whats on the surface, and for the people that see deep inside of it, theres often treasures like the ai hidden deep within. Anyways, im ranting. Im going to bed now, see you in the morning.
![](https://m.gjcdn.net/video-poster/900/37503084-uqbzykpi-v4.webp)
Next up
I've been doing a lot of simracing recently, and I'm def getting a lot better at drifting
why am i focusing more on a commercial than the actual game
since I don't have a gpu, I've just been busy messing around in studio (Possible myth game but basically just an idea so far)
Finished Olga's AI.
Now I just gotta balance the game, add more sounds & make the menu. (jumpscare warning)
progress slow on warehouse watch, too busy being cool (practicing right hand drive)
I finished both (its just like the show11!11!!)
initial D's artstyle is kind of hard to learn
Finished Felix's ai, only 2 characters left to go.
Yeah I think im enjoying working on the commercial too much (WIP + no effects so it looks bad) But anyways, a prequal is probably happening once im done warehouse watch. (Im waiting until im done it, dont worry)
3 comments