Comments (7)
Played a little bit of the beta so I am dumping some of my thoughts here.
The main menu is pretty nice looking, there is a bunch of negative space that isn't used for anything but the idea is cute, could probably make the model preview bigger to fill in more space.
The office feels pretty good, though a lot of jank can be felt in the cameras, I encountered some accidental double flips while trying to pull up cams and the cam shut off feels weirdly laggy, this is especially noticable when trying to spam it. Also the layout of the buttons are a little weird, the spacing of the cams and size of the map are kind of awkward to navigate, and the layout of the buttons could be formatted better so that it is more visually obvious which cameras are left or right but this is a very personal nitpick. Cleaning up the camera code would be very beneficial.
The battery UI feels very placeholder-y, shrinking it a bit, putting it near the time and making it always visible would make it look better imo. Also you could have a warning sign when Power Drain is in effect (Maybe this way Undying's ambience doesn't have to be so loud as he has other cues, though it does sound bugged as when the ambience first plays the volume is fine.)
I dont understand why Q was chosen for the Music Box key, I think making it Shift or Ctrl would be a little more comfortable imo.
Onto some character specific notes, 14' Disembodied having two different but similiar mechanics just feels kind of unnescessary, my intution says to just keep it simple, if you want to keep some punish mechanic with 14' Disembodied I would simply make him drain more power the longer he is on the desk.
14' Ace was fine in some of the easier presets but the game has a lot of voiceline spam later on and it is super unfun to die to him due to missing a sound cue, also the timing of the voiceline feels super weird having it be so delayed to him entering the office, its not long enough to be some memory thing, it just feels odd. I don't hate the idea of the mechanic, it's execution that I am iffy on, the solutions in my head are; have the voiceline play when he enters the office but extend his kill timer by a bit - because thats another issue, its kind of hard to read when he enters the office because he has no sound cue, his sound cue is way before he enters - or scrap having to listen and just make him visually be on the side of the office you have to stand on. And for fun, and this applies to both of my ideas, make his killtimer tick down faster if you are standing on the wrong side.
14' Face is super weird to me, as in I can't pinpoint precisely how his movement works, so he feels kind of inconsistent, he is just a little quirked up when I feel like he doesn't need to be. Though a clarification on how he actually gets to the office would be nice because I have no clue and thus can't really make any good suggestions.
20' PNM is like an actual anomaly ingame, on the text he seems perfectly reasonable, if a little redundant, but in the night I actually can't tell if he is bugged or not. Like sometimes he just doesn't listen to shut offs or enters the office either invisible or he just makes his sound cue but doesn't actually enter the office, I can't tell which is the case. Either way you should look into him he seems pretty messy.
20' Disembodied is the one mechanic I have a problem with, this kind of distruptive blocker mechanic has to be handled with care or else it makes the game combo hell. This character is the reason why I didn't do the max mode for this beta, I wasn't having fun with him, simple as that because he feels like a haphazard addition. If you want this mechanic to be in the game, my suggestion is to have it so that his movement/appearence timer is paused whenever a light/stand still character is in the office, so that they can not interupt you and lead to combo, so the character becomes more of a potential threat you have to deal with in the moment so that they don't fuck you over later, rather than them fucking you instantly. Some other nitpicks, I don't think he should block the music box, it has nothing to do with the office, it's a camera mechanic, I don't know why he blocks it, it just makes him more annoying than he needs to be, secondly maybe don't have his render in the middle of the office since it blocks 14' Face, and I had a death where I died to 14' face because I couldn't react to his office render like I've been doing the entire game because 20' Disembodied was blocking him.
That's all I had to say about the game, stuff not mentioned I would consider fine or didn't mention because I don't have the full picture since I only have the context of this first beta and half the cast to work with.
I didn't hate what I played, I was a decent couple of minutes but the file did say it was very rough and it didn't lie, for future betas I recommend you take your time with it since this beta does feel pretty rushed, cute idea though.
modern disembodied my behated
How's delvelopment Going?
shut the frick up!
Treasure Island, Modernized Public Beta 2.1
Treasure Island, Modernized Public Beta 1.2
IMPORTANT CREDITS
Five Nights at Treasure Island (2020) | 2020 Characters + Assets
Chuck E. Cheese: Rebooted, Charmified! + Original FNaTI CN + FNATI, But Dumb! | Inspiration for this mod
Five Nights at Treasure Island - Archive | Classic Characters + Assets
Kiwani + Myuu | Music (They didn't make it for this game I just really like their music)
AnArt1996 + @RadianceGamesOfficial | Five Nights at Treasure Island
SlimeBeast | Abandoned By Disney
Disney | Mickey Mouse and other characters relating to it
@realscawthon | Five Nights at Freddy's
Treasure Island Wiki | Assistance with game content
2020 Photo-Negative Mickey, Impurity, 2020 Oswald, and Sparky models were made by Radiance.
Treasure Island, Modernized is a mod for the original 1.0 version of FNaTI which introduces new mechanics, new characters, challenging gameplay, and even brings in some of the cast from a modern entry in the series...
Treasure Island, Modernized Credits
Main programmer: @MUYB
Programming help: @MattWarkoski + @SpawnRusher
+ @idk_an_original_name
Other sprites/assets: @MUYB
Custom 2014 character renders: @MUYB
Custom 2020 character renders: @MUYB + @ZanyGamerREAL
Sound editing: @MUYB
Private testing help: @MUYB + @idigames
+ @ZanyGamerREAL + @Frogboi17
+ @Toadder25
+ @tox8real
+ Rayze