Game
FNaF World XL
4 years ago

Not so micro of an update.


Hey.

I should probably get this out of the way first:

A lot is happening with Version 0.5.5, too much to keep it going.

...so I'm bumping it up to Version 0.6.0, because enough has changed to warrant it!

While I originally thought it would take awhile to get this next build done, all this unexpected free time and motivation means it may be dropping within the month if everything goes according to plan.

What will this update entail? Allow me to explain!

First major thing to note: the battle system is a lot more stable.

Now that everything has been streamlined down into a core set of shared event groups, the chances of a character breaking mid-fight has gone down drastically. (And the breaks that have happened have been very easy to tweak and move on from.)

edrt_2021-05-17_16-39-43-97.jpg

I'm also in the process of making some visual changes to certain items... mainly getting more popup values for damage and health.

After getting some valuable feedback from some earlier beta testing, some collisions in less complete areas have gotten a much stronger replacement.

edrt_2021-05-17_16-52-02-00.jpg

Since some computers (i.e., my own) may be too quick and bypass the loading screen details almost instantly, I've added in a new set of options to configure the speed (by a few seconds).

edrt_2021-05-17_16-33-52-42.jpg

I asked, you answered (almost) unanimously.

Making it's grand appearance (after sitting off screen for so long that I forgot I already made the button for it), you can now randomize your active party!

edrt_2021-05-17_16-28-59-20.jpg

(I'm also making tweaks to the roster available, so apologies for people hoping they can keep some OP characters from more recent updates.)

Oh, and I'm in the process of buffing the attacks of enemies. So far only challengers have received this buff, and I'm still figuring out what values will work so that it's "fair".

edrt_2021-05-17_16-47-51-33.jpg

And that's about it for changes you can look forward to in the next update. (That I aren't in the draft log or I haven't forgotten about.) I probably won't make any more posts until the update is ready to go.

One more thing before I get back to it, though:

After all this restructuring I've done, it occurred to me that certain characters may be far closer to complete than I originally thought...

backtrack_update_roster_tease.png

'Till next time!



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Next up

That time of year again.

Figured it out.

How about we change things up?

Pretty safe to say that Possy will be increasing the price of costumes to compensate for this recent development.

First signs of danger.

While I chip away at the code for XL, I might as well show off the fruits of another thing I had tinkered with: modding custom music into Bionicle Heroes.

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.)

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

New project is having a fun, early outing.