Game
One Debaucherous Night at Flumpty's
2 years ago

Monthly Devlog 5: The Penultimate Release


Greetings fellow cultists of the Egg,

Sorry for a later release than usual, but I had to buy time to do shit do extra work to make the dev build a bit better. It's been an interesting month as I actually had time to get shit done. So without further ado, let's go over the main points of the shit I've done over the last month.

-Changed a few skills from Birthday Boy Blam and Kevin Jr.

They were the first characters I designed, and so I naturally rethought some their skills as I became unhinged the game took shape with all the trinkets and bullshit. For Blam, I changed the status effect cure skill with one that get's rid of critical hits (I hope) in exchange for better accuracy. For Kevin Jr. I was given the delightful insight that the way I was buffing his damage previously would have been absolutely fucking broken if used with some of the new armor and trinkets. So, I changed the reliant skills to percentage based, except one skill I completely redid where all of it's damage was derived from how much hp is missing. I also changed the cement bat to be slightly more weak, but also less punishing

-Added more stats to the equip screen besides Atk and Defense

It irked me how you could only see attack and defense, so I changed it, which is especially important with some the trinkets introduced in this build.

-Updated the save screen

It's no longer an absolute broken mess, that's about it. It does show relevant data, but it doesn't pertain to much since it doesn't do much without being able to increase it for now.

-Updated the window skins

It works better now, although the text colors may need to be reupdated to make them more readable.

-Removed stat bars in status

I didn't really like it, so I kicked it to the curb.

-Added a switch command for non Blam party members

It's a bit obtrusive, but it works in allowing members to be swapped with those on the bench.

-Added in battlebacks for each of the rooms aside from the 4 way hallway

That's about it. There's not much to say about this one.

-Made a debug room and moved the debug npcs into there

They were really taking up the precious retail space in the space room, so I moved them. The debug room can concurrently be accessed by intereacting with the crystal in the space room.

With all the minor changes out of the way, Let's get into the juicy stuff:

-Eggblet has been (almost) fully implemented

The eggblet is an item you'll have to learn to revere if want to play this game, as almost everything in terms of equipment and items are done through this item. But, that's not all it can do.

Like in the previous devlog post, there's several things that can be done with the Eggblet, like changing cosmetic shit like the window skin and battle back to even changing the music. It may seem like minor shit, but by god was it hell to fully implement (primarily as there was just so much). I say it's almost fully implemented as there is a few things that need to be done, like changing map events to respect the no change music option and the like. They could have been done but that would have delayed this build release as I was running short on time by the time I "finished" it. There's still more I want to do with it, but the main components are there, so feel free to fuck around with them as much as you want.

Also I've disabled backing out of most of the main menus with the "cancel" command (x, esc, etc.) as there was this weird bug that was happening where it was opening shit instead of backing out the events. Unfortunately, this was related to pretty big aspect of the Eggblet, adaptive menus. The Eggblet hides or blocks options that aren't available to be used (atleast in the first half of commands before I started blitzing through them), and since I'm unwilling to part with this mechanic, you guys will have to fall on the sword for me until I either fix it or continue to neglect a solution.

-All Armors, Shields, and Trinkets have been made

All of your favorite armors and trinkets to be used are in the game now. Their may be a few that need to be changed, but I'm pretty happy with all the work that has gone into the trinkets to make most of them unique from each other. Although, they don't have any major colorization on them, so that will need to be changed.

-All Consumable and Special Offer Items

All the items have been made, from your basic bitch hp and Sp items to ones that will straight up buff the shit out of you but also kill you. The latter ones are Special Offer Items are items that you'll gradually gain access to as you play through out the game (all the unlocks can be gotten via debug room), gradually increasing in power as the game increases. They're incredibly pricey and powerful so make sure to use them to the best of your abilities.

And that's about it. I'll do my best to get everything up to snuff for the demo, finishing up the enemy skills and actually implementing all the good shit I mentioned from the previous devlogs. I'' also be making it actually flow and look like a demo, so the ramshackle "put everyone into one room" most likely won't be in the demo (at least, at first). But I'm excited to show you the quality this can be in the full demo (hopefully) being released July 28th.

There won't be a devlog next month as I'll be participating in the ongoing (as of making this devlog) fnafb community discord gamejam, so I'll be devoting myself to that for a little bit. Besides that, Have a good day or night or whatever the fuck.

Til' the end of July,

Frashaw27



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