Game
FNaF World XL
14 days ago

OCN Progress Update and Character Reveals


Hey, all!

First off, I do want to apologize for the lack of updates on the main portion of XL. Gonna be honest, the drive to work on that part of the game hasn't quite come back to me in full. The most I have done in that time is accidentally break and fix Tool's skills.

(Turns out the values of object-specific events can override older ones if they link to the same character.)

Don't know how long it'll be until I get back to it, but hopefully it'll come back sooner than later.

As for the OCN fans in the crowd, I have some great news for you all.

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Suppose I shouldn't beat around it any longer. The earlier poll and teaser image gave away that new characters are being added to the mix. And I think it's about time to reveal the first two that are just about ready!

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Character 1 is...

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Withered Foxy!

He was one of the first characters conceived for the original OCN, so it's only fitting he finally takes his proper spot in the lineup of the XL edition!

Pretty safe to say most everyone should already know how he works: when he's in one of the three hallways, flash a light at him. The mask and doors won't work on him.

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Character 2 is...

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Chipper's Revenge!

He's ready to make good on his promise from the base game, squeezing into the hallways and awaiting the perfect time to attack.

He's a pretty smart robot; he knows the doors could keep him out indefinitely if he tried a direct approach. That's why he intends to remotely override them and take away any chance of resistance!

The only way to ensure that his takeover fails is by moving the R.A.S.C. unit close to whichever control panel he is focused on to jam his connection. As soon as he realizes that you're on to him, he'll make a hasty retreat.

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On a less impressive front, Animdude's minigame (THERE IS NO PAUSE BUTTON) will have it's difficulty fixed. It's still going to have much of the same routing, but the player can now fall into all of the pits and some spike traps will fall sooner.

I've also been re-rendering the office and cams to feature elements from Version 2 of OCN. It should hopefully make flipping through them even more visually appealing and distinct.

The last of the active implemented features is a set of buttons that many hardcore players will appreciate: you can now set all characters to 0*, add 1 to all characters, or set all characters to 20! I might have another poll in the future to decide if there will be any other buttons added, but for now this should greatly decrease the time it takes to set up a max level run.

*Due to how the gamemode is currently set, the active challenger can't be set to 0, and it will reset to a random value.

And as some final to-be-added notes, there will be a few more additions to the roster, and Practice Mode will be awarding XP.

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That's about it for the foreseeable future. I'm gonna have my hands full with VCF Midwest over the weekend, so it'll be awhile before I have any new updates to share.

'Till next time!



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Next up

Had some leftover ingredients, so you know I had to bake something else in while I'm at it.

Finally editing Part 2. Should be ready by Saturday.

Me: Man, I really wanted to have something released for the 10th anniversary, but I have nothing ready for it!

Clickteam: *drops trailer for Five Laps at Freddy's*

Me: *Finally remember that I still have a janky ace up my sleeve*

-V-RY-H--G------S--C---D-H----------M--E-----------

I was considering doing a proper teaser for this, but honestly it might just be better to save the effort for when I work on the real Update 3.

In the mean time, enjoy this low quality preview.

Creative drive has returned for a bit.

Huh, that's different.

Turns out I could not have picked a better time to be online.