So… I don’t know when the demo’s gonna be released, as I have to finish the very last few cameras & get the game tested. As well as complete the demo application creation process, which will likely include nerfing/buffing characters to better suit the idea of a proper mechanics showcase. (And probably a lighter version of the game/demo sometime soon.) I figured that i’d mine as well release a night one demo, as I’ve seen that people seem to be genuinely interested in the game. And i’m equally as interested to get some actual feedback on what I have so far. I don’t know how long these last few cameras will take to make, as well as the time consumed just getting the game tested. This is a fairly large game, and you might want a fairly decent PC to even run this one. (Let alone record yourself playing this game.) So i’m likely gonna have to create a light version of the game for medium PCs, and a lighter version for weaker PCs. With that being said, enjoy speculating on how the gameplay is going to work. Have fun…
Next up
Found some unused audio files in the game's files, and compiled what I found into a video. Enjoy!!! :)
Here's another one of the tip pages, to show that I'm not ded lmao:
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.
Lefunni Chompling Memes (I made these in 30 minutes, from random effects in Paint Net)
Some preview screenshots of how the hints system will LIKELY look in game. There's also a setting to disable the hints entirely, but they'll be enabled on a fresh save. (Or if the save-data Difficulty parameter is 0, which is the same as a fresh save.)
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...
Average The Horde: Revitalized player...
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.
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:
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
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