Game
It's Time for The Puppet: READAPTED
10 years ago

Jumpscares + Running Animations + Trailer + MORE!


Hey everyone, long time no talk, I know.

Now, I bet most of you all believe no work is going on in the game since I haven’t posted in so long. It’s really the opposite, I’ve been too busy with the game (and commissions) to post.

So yeah, you’re probably wondering if I haven’t already explained already why I removed the gameplay screenshots… so, in the old screenshots, the office was a 360° spin around with a fire place. I had to remove that due to a new office that includes a few areas to run around (yes, run around). I’m pretty satisfied with the walking animations, spent many hours on them. The new office looks packed with items like FNaF1/2 so I think it looks more authentic. Also, I can now create jumpscares that include Nightmare animatronics picking up the player and shaking them violently. Instead of lanching themselves at your face, which got scrapped. At this current moment in time that I am writing this, I have the “Nightmare Puppet” (not Nightmarrione) jumpscare rendering. I’m expecting it to take another two to three days to finish (a lot). And for the notice: The Nightmare Puppet is my own design that will be revealed in the trailer, you can see some of his body in the banner.

The game is going to be VERY big, I’m estimating maybe twelve or thirteen deadly jumpscares and maybe five hallucination jumpscares, but I’m not sure yet. I cannot yet predict when I will release/finish the game, but I’m surely working at a faster pace I was before.

What I have to do now:

• Animate the rest of the jumpscares
• Render the them
• Finish with the sound effects and soundtrack
• Finish off the mini-games which attempt at tying the story together
• Phone calls
• Finishing off rendering the running animations
• Nightmare Springtrap model
• Add more names to the credits
• (Other bits of coding which I believe KidduTheMan will do).

What I HAVE done:

• Office
• Most of the running animations
• Ceiling animation
• Most character models
• Titlescreen
• Nightscreen
• Most of the credits menu
• Planned story
• Cameras
• Tracking Device
• Error Board
• Some sound effects
• Some jumpscares
• Startup Warning
• Three mini-games
• Night timer
• Beat ‘Night’ screen

Also… the trailer. That should be coming soon, but I really need to learn how to animate good looking fire and smoke (for free), if I cannot do it in Cinema 4D. I might do it in Ureal Engine 4.

The game is still coded in Clickteam Fusion 2.5.



6 comments

Loading...

Next up

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

Fan art for Foolish I'm feeling kinda better so I drew this

I have added rewards for quests so that villagers can give you something in return for your hard work helping them. 🥳

I want to know - what's your favourite quest reward?

So here's the first of the zodiac signs i will make for the next weeks.

I-Buki

Mio-Da!

Ibuki Mioda!

A house I've built a while ago. :)

It nicely separates the snowy biome from the grassy one.

It's built with painted Ebonstone.

If you have more of an acquired taste, the restaurants in Niravasi have you covered! Maybe skip the salad bar, though.

Regional Bulbasaur. #Pokemon

Our menu, gathered a huge feedback and positive comments among foreign audience, what you say? Game Steam: https://store.steampowered.com/app/1543090/LiBER/

We're knee deep in multiple large features and "game feel". Quick peek behind the scenes in this weeks Dev Blog: https://bit.ly/2QmmaQM