Hey guys, It's been a bit hasn't it?
Well well well, here we are again haha. I'm making this post to be transparent about development, update you all on what I'm doing and when you can expect to get your hands on FNaF Redux.
I'm currently in college and I'm expecting to graduate in the summer, if you have been to college you may understand that it means my real life is taking up most of my time quite often. I'm also gonna be blunt and say that my FNaF interest often comes in waves. Recently, while I've been busy, that wave has been at a low point. However, its for sure starting to come back. This doesn't mean I suddenly have all the time in the world on my hands, however this does mean my focuses are shifting back to Redux.
Until recently, a little over an entire month went by where ZERO progress was being made on Redux, and in between that period, not much progress other than some music and renders were being worked on during my spare time. Stuff that could be done in a few hours if I had the time and energy to lock in have taken months to get done. That's how busy I have been, and there is one other factor that has kept me from making a lot of progress.
I have been saving up my money for graduation, and that's quite hard when most of my time is being taken up by school. In order to get by, I've been taking up music gigs, some of which are time consuming. Occasionally I also stream. If you would like to support me and potentially get me some more time for Redux, feel free to check out some of my streams or support me on Patreon. I may start doing some game development streams, however I don't wanna spoil anything. I wouldn't mind hearing the feedback.
Currently, I'm working on the most important Gimmick of my FNaF remakes, Reduxing the damn thing! Making it feel unique and giving togglable options to enhance your experience. My current focus is something I haven't seen explored much, and that would be the audio side of things. I'm upgrading FNaF Redux's audio to fmod and adding an enhanced audio option. You'll hear real time effects, pans, and have better overall control with this system and it should wind up being more efficient in the end.
After I do this, I will be re-familiarized with the game's code, which should put me back to work. Then trailer/beta tests, then we bring the boom and its out.
See y'all soon
Cameron
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