Game
FNaF World XL
6 years ago

Micro Poll Results


Hey, all! Got another quick thing to showcase, which in this case mostly relates to that micro poll from the other day.

5d090d53b8b7f.png

By popular vote, the current max health of the character is now also displayed with a character’s level and experience. Since the numbers are tied directly to the level, they should be accurate to the numbers also displayed during battle.

As for other stuff, I’m currently doubling down on the three skills I omitted from the main party up until now: Happy Jam, Waterhose, and Poppers. With any luck I should have them fully functional within the next day or so. (Of the three, I get the feeling Poppers will be the hardest to figure out.)

And that’s about it for this quickie. ‘Till June 1st!

Update: Also forgot to mention that due to a bit of load lag that’s developing for both the Overworld and Battle frames, the loading screen has returned. It won’t appear during every frame transition, but it’ll happen when moving to a bigger frame.



0 comments

Loading...

Next up

Yeah, we're doing this.

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

New project is having a fun, early outing.

It's been a long time coming...

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

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

That time of year again.

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!

Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.