So, i've been silent for a while, AGAIN. I just don't want to spoil really any of the surprises within the game. I've completed Night 4 in terms of gameplay, as i've decided that i'm gonna do all the voice work last in terms of development, to make it easier for general consistency between all of the dialogue bits within the game. I've also decided to rework the main dialogue script for better pacing of the game in general. Now most of the really in depth instructions for properly playing the game are going to be contained within a journal that can be accessed from the main menu. I don't really wanna spoil too much, so i'll leave it at that. In terms of the implementation of the difficulty settings within the game, it's going surprisingly well. I'm up through Night 2 in terms of implementation of the feature, but after I finish the game itself, i'm probably gonna re-adjust the difficulty of the settings for a relatively smoother experience in terms of gameplay. I've generally been gone for a few weeks/months again because my personal life has really been picking back up for me, and i've wanted to give myself some proper time to enjoy that. This game is just a project i'm working on purely for fun and to keep myself sane during the lower points of my life, after all. And I don't want this game to absolutely consume me to a point where I can't enjoy my personal life. There's a few more surprises that have been added to the game that i'm not gonna mention here, but I feel like you guys are really gonna enjoy some of these new features. I've also been tweaking the gameplay slightly here and there in order to better adjust general difficulty. Now the springlock suits won't be able to unwind when Maskman is in the control rooms/vents within the main nights themselves. Overall, there's been a fair few positive changes within the game, and I hope that when the full game eventually releases, you guys will be able to really enjoy this game. Hope to report sometime soon with some more good news, and hope that you guys have a wonderful rest-of-your-life-until-I-probably-post-again-sometime-within-one-or-more-months. Have fun!
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Lefunni Chompling Memes (I made these in 30 minutes, from random effects in Paint Net)
Release Candidate 1 of the new update has been publicly released. Merry late Christmas, I decided to release what I have at the moment for people to play, and there's a questionnaire link below to suggest changes.
Here's another one of the tip pages, to show that I'm not ded lmao:
I've released a demo showcasing a bunch of proposed changes for the updated version of the game; namely a complete overhaul of the heating mechanic. There's also a Google Form for after you play the demo build, to give feedback.
Found some unused audio files in the game's files, and compiled what I found into a video. Enjoy!!! :)
Touched up the basement level camera graphics again, and I'm much happier with them now. Just bright and clear enough :) New vs old example (my favorite one out of all of them) :
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
I managed to do a thing and make the filesize smaller, at the cost of some audio mixing issues and slightly worse audio quality in spots lmao...
Not really related to any projects, but I did some doodling/graphic making out of boredom. Here's a WIP, just in case if any final designs I end up using for something later:
Progress... Visual effects, some camera effect reworks, lighting tweaks, and Springlock Lucifus jumpscare implemented. New jumpscare sounds for Prototypes (basement), as well as Maskman and Metal Maskman.
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