Game
FNaF World XL
15 days ago

Get ready for a surprise!


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I may have abused my position in the WCC to sneak XL into the lineup in our Retro Games section at 2D Con this weekend.

Still gotta hash out some finicky code, but it should be in a reasonably playable state later today!

If you're here during the event, this would be a good time to try out the most recent build that features some notable fixes and some as-yet-undiscovered secrets!

(Or failing that, try out the Bionicle Heroes: Myths of Voya Nui mod that I further modded by giving Hero Mode a more appropriate track. And/or play on some of the actual retro consoles we brought along.)

EDIT: It might help if I elaborate on what fixes I added so that we're all on the same page. I put in a temporary set of sidequests for the main FNAP cast (1 each, ft some non-canon dialogue), tweaked player turn order so that it's more reliable (albeit a bit random due to the quirks of how it currently works), turned off some unoptimized features/modes and have done a first pass at trying to replace Arial font.

And if it works, it'll also be running a special Screensaver that'll showcase all 60 unlockable characters.



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Next up

New look, new direction.

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

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!

The more things change, the more they stay the same.

It's been a long time coming...

That time of year again.

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

I might be having too much fun with this process...

Suppose it's rude to come back doing polls without showing some sort of progress for it.