Game
FNAF Kit

4 years ago

Thought I'd let people peak at the latest reason updates are taking a while. Object conditions! Any object used for more than decoration has its own values in the editor, conditions will let you set them in game to spice up your nights.




0 comments

Loading...

Next up

Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.

Wall height is being adjusted to accommodate things such as stages and lighting while also giving animatronics more breathing space.

Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

Quick look at a new almost functional feature. The game will auto generate the camera display for your map as you build. There's also been some fiddling with the actual night controller to allow customization of the player.

Buttons jump scare test shot

Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.

Buttons ver 2- jumpscare Test

Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)

If you're wondering why the next build is taking so long. here is the answer.

I know it has been a while since the last update, but life got in the way. Here we can see how buttons can be customized and given functionality through the event system. More to come as the event system grows.