I’m almost to the halfway mark of Night 1’s progress. I’ve set up the map itself almost fully, set up a camera system that relies on this map for proper frame display, 3/4 of the rooms are nearly complete with doors to close, and a proper way to get from room to room. I just have to add the fourth room and it’s door in order to start working on the second mechanic with Yortusin. He will get in from time to time… Then it’s all about rigging up sounds and ambiance, along with adding four generators to the mix. Hope to see you all in the Night 1 DEMO.
Next up
Here's another one of the tip pages, to show that I'm not ded lmao:
Progress... Visual effects, some camera effect reworks, lighting tweaks, and Springlock Lucifus jumpscare implemented. New jumpscare sounds for Prototypes (basement), as well as Maskman and Metal Maskman.
I've released a demo showcasing a bunch of proposed changes for the updated version of the game; namely a complete overhaul of the heating mechanic. There's also a Google Form for after you play the demo build, to give feedback.
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Found some unused audio files in the game's files, and compiled what I found into a video. Enjoy!!! :)
Release Candidate 1 of the new update has been publicly released. Merry late Christmas, I decided to release what I have at the moment for people to play, and there's a questionnaire link below to suggest changes.
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
Not really related to any projects, but I did some doodling/graphic making out of boredom. Here's a WIP, just in case if any final designs I end up using for something later:
Touched up the basement level camera graphics again, and I'm much happier with them now. Just bright and clear enough :) New vs old example (my favorite one out of all of them) :
SCREENSHOT 1
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