Game
Five Nights at F&*%boys: Sh!##y Reclaiment
10 months ago

SR Devlog #7: Significantly Less Oof


Greetings my growing cult,

Over the month of November, I was languishing with myself as I was bored out of my skull from not developing shit, so when I got a new laptop I went fuckin' ham on making shit as an overcorrection of sort. Regardless, that sudden burst of motivation and speed, I have enough to say to make a full update. Well it's more like 1 things that's kinda big, and that's that Balloon Boy's skills are fully done.


BB's Skills Being Done

What does this mean exactly? It means the skills have been fully implemented and balanced to each other. While the balance of the skills is still up for debate with things like cooldown rates and what not, there atleast isn't skills that are doing absurd amounts of damage for no reason, no status chance is absurdly low to the point where you'd have a better rate finding a clean hooker in vegas, that type of shit. At this point, I consider the moveset truly complete as all the things I wanted to do with it are now done. It may not come across 1:1 in the game but making him really took all of my brain meats to do. I even did the cost calculations so that there would be some sort of standard of measurement for it. The only thing that was dropped was the "button changing skills" thing as I realized that BB was complex enough and he didn't need it also it would fit Security much better. But yeah he is done so that's good. Balloon Boy was really my "getting the kinks out" guy so the game should go smoother going forward. Hopefully.


Dynamic Descriptions
A big part of what made it take so long was the idea I stole saw in ke0 where one of the character's got a certain equippable that boosts their healings but 50% and then the skills showed the changed in turn. So I decide to do the same for sr, but on a much more massive scale. Ailment rates (also a few things got retermed like "Very High" to "Giant" for brevity's sake but that's not very important), Buff turns and tiers, heals, and many more are now dynamically shown to be better/worse if circumstances apply. Example:

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screenshot_123.png

You can see the number of turns the buff gives is increased when equipping a piece of equipment that increase that by 1.

screenshot_124.png
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And pizza pass being increased for the charge state that doubles healing. These are just a few examples, but I think it helps portray the information in the skills dynamically. It's one of those nice QoL things that I think helps enhance the game.


And that's about all I can recall of notice. Will go back to working on the game now.

Sincerly,

Frashaw27

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