Game
FNaF World XL
3 days ago

Important Poll: The Missing Enemy Skill


So while setting up enemy attacks, I realized something that only I would've had any chance of noticing.

screenshot_2026-01-03_160544.png

When coding in enemy skills, I somehow forgot to put something in spot 4 of the list. It doesn't break any code, but it does feel wrong to leave a blank spot in this part of the list (and I really prefer not to renumber everything below this flub). What should I do for it?

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Option 1: Ignore for now, fill in later

I just ignore it like I did before and just fill it in later whenever a new enemy needs a unique skill.

Option 2: Recycle a different player skill

Party Favors, maybe? Or Munchies? Possibly even Eye Beam? There's still a few that haven't been touched.

Option 3: Buff access

I could add a skill that lets enemies get buffs to their power, speed and defense (akin to the buff songs and Birthday). Might even give some extra utility to the players' debuff skills.

Option 4: Shocking development

I could borrow an idea previously used for a player skill and give some enemies the chance to stun a single character for awhile. Obnoxious? Likely. Completely game-breaking? Probably not.

Option 5: 8 Bit reference

I cook up a unique skill specifically for the 8 bit enemy types filling up the extra slots in the roster. Not quite sure what it'd be, but it might end up being a callback to Sit N' Survive (or one of Scott's other 8-bit titles... need to do some research first).

Option 6: XL-styled skill

Something in the same vein as skills like Datamine, Toxic Rain and Override: a skill that might have a few similarities to existing types, but focuses on having a unique flair or gimmick. I would need a bit of time to cook something up, but might be worth the trouble.

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Oh, I should probably also mention that I'm going back and fixing some issues that I had made in error. Turns out I gave some enemies access to skills that they shouldn't have even had in the first place. Accidentally made the mines way harder than they were supposed to be... whoops!

  36 votes about 8 hours left



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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!

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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.)

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

Can it be done?

(Also, Happy New Year)

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This whole "making a new battle frame" situation does give me an excuse to add some things I had been putting off for far too long.