Game
FNaF World XL
3 years ago

Test Builds back in action(?)


Hey.

So I think I fixed the big problem that plunged the game into an unplayable state, so it is (hopefully) back in some working order. Still gonna need to wait on feedback to make sure that it actually worked.

(For those wondering, it was an infinite loading bug that bounced players between the Overworld and Loading Screen when trying to load a void set of enemy values.)

It's still in pretty rough shape despite this possible breakthrough, so the main release will still be unavailable for the foreseeable future.

I'm gonna be sure to give myself and the play testers a lot more time to work with this time around. Succumbing to self-inflicted time crunch just isn't helping anyone at this point.

'Till next time.

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Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.

The more things change, the more they stay the same.

Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.

(It was the values tied to IDing what foe it'd be.)

It'll likely need more testing, but we're back in buisiness!

I might be having too much fun with this process...

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.

That time of year again.

So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.

(And a further refined public release of this later on. If there's interest.)

New project is having a fun, early outing.

Suppose it was about time that some of these skills got a little extra kick.

How about we change things up?