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Five Nights at F***boy's: Plushtrap's Misadventure
27 days ago

Plushtrap's Misadventure Devlog - 1


SUPRISE!!!!!!! yeah we doing this! (things will be censored to comply with gamejolt tos, sorry!)

While this post explains this better, a tldr would be: i'm dumb, had no backup, and my fnafb files were the only things that corrupted.

And a few weeks ago, i started working on rebuilding every game from scratch, starting this one, and intending to complete it from start to finish.

Other that me losing my f***ing mind because of this, a few weeks ago, i started working on fnafb again, and the first game i wanted to tackle was this one, sense it was the one i had the most work done. Meaning its the game i lost more work on! YAY!!!!!!!!!!!!!!!! (losing my f***ing mind)

However, the last 2/3 weeks have not only been focused on Plushtrap's Misadventure, but also on a reusable template, or engine as I've been calling it, for simple use (and for not using fnafb ultimate for the obvious reasons).

This engine has a lot of different scripts to it, which play off to make a somewhat "dream fnafb engine", and i am extremely happy with what i have so far. While also using plushtrap's game to do some final tweeks to finalize the engine (maybe i'll releace it to the public, who knows).

Okay, now for the actual part that you came here for: progress on Plushtrap Misadventure:

Currently, i made a better intro cutscene, featuring a tutorial for multiple things that the aforementioned engine, and we have a working map for "act 1"!

The maps do have random encounters, and the start of the shop interactions are very much there, not tested, but there (i have only done proper work on the game for a week, give me a break).

Something i should probably say as well is that you can't/won't be able to transfer files between the final game and the halloween demo (that will stay up because I'm lazy (and for archival reasons)). With the giant engine shift, and the map codes being difrent, sh*t would just f***ing break

While events with other characters exist, they do not have custom voice files yet (discounting nightmarion and nightmare bb and nightmare chica who's dialog never change), so it's far for what we normally get from a fnafb game, but we are slowly getting there, and the voices will be done once i feel like an "act" is complete.

Should probably address that, shouldn't i?

If you are wondering if the game is structured in an act by act bases: kind of... let me explain.

When i say act, i mean parts of the game the can be grouped up with each other to tell its own narrative, or be contained in its own bubble, i suppose.

The best example would be the prolog and act 1 being an "act" of its own, thus why "act" was in quotes.

To end this devlog, i may as well state that a good friend of mine @DdG2 (otherwise known as doodles) has accepted the task of making custom icons for the iconset. We won't make changing a lot of base icons, mainly making new ones, but it is still a lot to make sense said iconset will be for the engine, but still, credit where credit is due.

And with that, this devlog is over. I will attemp to make these a weekly thing, while also not spoiling anything.

HOWEVER!!!!

You will not leave empy handed!

Have the NEW title screen!

image.png

Thank you for reading this devlog, as well as for the patients you have all given me while working on every on of my projects. Again, i hope to start doing these on a weekly basis, but i cannot guarantee such.

See you on the flipside! - Blue Lockbird



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