Game
Five Nights at Mario's
9 years ago

PRODUCTION PLAN


Welcome to a news update evryone, my name is Hitler and today I’m gonna describe to you all precisely how this is going to work. Got any questions? Ask!

Phase 1

Phase 1 is where I gather all of my assets in one huge place, and then get all the textures and finalize how everything is going to work. I can release screenshot here and a screenshot there and maybe even a teaser trailer occasionally as I have a lot of the graphics in which I can upload to here. It would be a bit broing to upload a bunch of pictures of code. Some things that I have done:

  • Castle entrance

  • Womp fortress room

  • Sunken ship

  • Secret room

  • 3/5 models or animatronics, depending on what you call them

  • Half of the office

Phase 2

Phase 2 is, shockingly enough, the coding phase, where I will begin to actually make the game start to work. Things like the AI, and the basic fundamentals on how the code will do would be decided in phase 1. The reason for that is that I can base my assets on what I am going to do, so having aa rough outline on what is going to happen is beneficial, especially for lighting and room placement. Here is a rough guidline on the mechanics:

  • For every night, each will have a difficulty setting, which determines how many ticks it takes for a possible movement to be made (on the first night, each tick will be ~7 seconds)

  • These moves will have a fixed possibilty where each night has a probability to move to x or y, and a lesser probability to z (z representing outside the office). On later nights, the chance of going to z becomes greater

  • If an animatronic is outside the door, it will factor in some variables where it’ll decide to attack. These variables include: Having the door open; having the camera up; what night it is on and the AI of the enemy (For instance, say toad is twice as likely to strike as Mario)

So, I hope you enjoyed this breif overview , and I hope to see you all in the next one!



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