Patch Notes:
A new version of Midnight Haze is live - the "Pumpkin-Patch" update. This fixes a lot of issues as well as rebalances some of the nights
General:
-Haunter is slightly slower now (6.8f => 6.6f)
-Night 4 only requires 4 finds
-No longer can die during punch card animation
-Fortune Teller no longer sticks around at the end of Night 5
-Fortune Teller will despawn after 4 seconds if the player sees it but does not step on it
-Doors no longer whiplash player, instead teleport requires movement in the direction of the exit
-The Dark Carnival now despawns as soon as the fuse box is fixed
-The fuse box no longer plays an animation when the lights are on if interacted with (this does not reset the power)
-Hints on death screen
-No longer able to walk into Pinata Pig spawn
-Made the path to the true ending more obvious
Pumpkin-patch:
-Much slower (3f)
-No longer 25% chance to spawn at each location (50% corn maze, 35% office, 10% fuse box, 5% circus tent
-Can't spawn if the player is on main street (prevents door camping)
So what's next?
Midnight Haze was certainly a learning process. I have a background in coding, and this game was a way for me to learn Unity and get more familiar with game design as a whole. For a first attempt, I am pretty happy with how it came out.
However, that early inexperience continued to cause issues. For me this game is probably in a state where it is the best it can be without having to completely re-structure the game/start from scratch. The story of this game is something I would like to continue and hope to in the future. Although it would be more beneficial if I could produce those ideas with more experience.
Which brings me to the video attached at the top. It's something I've been working on. I want it to be stand-alone, goofy and one hell of an adventure.
But I suppose you'll just have to stay tuned.
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