Game
-=SHIFTS AT REGRETEVATOR=-

8 hours ago

Shift at Regretevator V2 Devlog - A Somewhat Jolly Devlog


First and for most Happy Christmas for all of configurations of being!

Sorry for taking almost 6 months to make a propper devlog about this.

And welp you probably want to see some of the new content n such so I shound't be wafelling for too long.

NEW VISUALS

Since this is a update for the game, I decided to take a bit and update/fix some of the visuals in game

For one CAMS 1, 3 and 5 are now actually in the right perspective, I deadass don't know how I dind't notice those cameras where inverted when working in the original game but hey, it's fixed now.

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Bive also got a new redesign to look more like the way I actually draw her nowadays.

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The original one looked so ass it isn't even funny

NEW ENEMIES

Right now the game contains 6 new main characters which where teased in my birthday post, those being Infected, Pest, Reddy, Stat, Sebastian and at last Pandemonium, that fucking fish that I hate.

And as of the time I'm writing this all of them are fully coded and has all their visuals finished!

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Oh and Painter is also in the game. Take that information as you will.

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ACHIEVEMENTS/GAMEJOLT API SURPORT

If you have checked the game page recently you probably have seen that it now has a bunch of achievements (Thanks Gamejolt for not having a option to fully hide them). Yep! This game now has surport to the gamejolt api.

It isn't exactly the most robust system, it abit unfinished but for the most part it works.

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BALANCING

This is kinda of a odd topic to say in here because as you probably know the, the main issue with the original version of this game was its balancing, mainly due to me not being able to test the game in time and such.

"And what about the balancing on this update?" you might be saying, and that I answer

I don't know?

The main issue with this game is that it has so much stuff to balance that its hard to know if something is actually unbalanced or it's me being ass at my own game.

Maybe I can get some people to playtest the game and maybe ask some of my freinds to help out with balancing it? but that's a diferent story. For now I'm focused on getting the rest of the stuff that needs to be finished and later deal with the balancing.

LE NEW COOLIO MAX MODE SLOP CONTENT

Welp I'm now actually going to show some of the new content that is intresting.

In custom night their will be now a option to turn on Hard mode for 2 characters, those being Folly and Sebastian.

When activated it will basically change their AI and core mechanics to be more hard (What a surprise).

First and for most here is the design for Folly's Hard mode

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Pretty neat isn't it?

Her design was somewhat inspired by the Valitines and Halloween outfits, being more or so a middle point of her transition from Folly to The Cleave and funilly enough, I actually came up with the idea of that design way back in mid Febuary to March, almost 2-3 months before the original game was even made.

Her entire thing is that she is a "jack of all trades" type of enemy, having 4 diferent attacks that she can do.

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And here is Sebastian's Hard mode design

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I don't have much to say about him design wise.

However his mechanic is abit more intresting since he can use/manipulate other enemies to his advantage.

His AI isn't finished yet but it shound't be too hard code.


And that wraps up with all of the stuff that I wanted to show off for the update.

Its lowkey kinda funny seeing this silly project of mine that started back in May as a little gamejam game turn into what it is now.

And uhhhh

uhhhh

Idk what to say

uhhhhhhhh

Folly my beloved or sum idfk



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SILKSONG TOMORROW

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(Go read the article or something idk)

Official first trailer OUT NOW!

https://youtu.be/wx0H0_qbUzs

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#BatNight

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THE UPDATE IS OUT!

(OPEN)

So I'm now doing commissions n all of that stuff for both 3d renders and drawings for robux

If ayone of y'all wanna contact me about this just send a friend request on discord (sikco_)