This is wonderful! I would have never thought that it would reach this huge number, a big thanks to everyone who followed the game and an extra amount to those who are still active!
To thank you, I released two new teasers, which are a revamped versions of the very first ones featuring (the older version of) Roxy and Truddy. The older versions got replaced.
We have come a long way so far, thanks for sticking with the game!
The Gamejolt team has decided to work on some new ways for gamers to interact with each other and let creators build their own community: Game Communities.
Since it's not out yet, the staff decided to set me and a few others devs up these communities so we could test and give them the necessary feedback.
This upcoming feature will hopefully be available soon for other thriving game creators too!
Check out and join PYRO-ILLUSION's here:
I am adding new stuff to the game!
Since the 2nd trailer launched, I realized that I haven't used Blender's epic new feature and the stuff that I've learnt in Graphic design. With Clickteam 2.5+, I can now allow myself to use a lot more assets, animations and filters than before! I'm definitely taking advantage of this.
I'm including many cinematic cutscenes where I will be giving away hints about the lore.
I honestly want to put a lot of effort into the graphics. It's 2019, and obviously the fnaf community is lot more demanding. On the other hand it's just me having fun figuring out new ways to create cutscenes and cinematics!
Sub-pixel control: allows to add ultra smooth movements to objects. Good for creating very tiny and subtle camera motion, wriggling, combined with some cursor triggered movement.
The testers have tested the latest phase, comments were both positive and negative: I will try to find good compromise between a good amount of content and only spending a reasonable amount of time, because I have to focus on other parts of the game.
Testing is very important, make sure you spend as much time on it as you can! It helped me readjust and make some small tweaks here and there such as setting up a good AI for the characters, or even lowering the difficulty of a task.
(by @JayferGames)
Here is an example. In the latest thing I've been working on, most of my tester have false triggered a jumpscare, spoiling it, which heavily affected their gameplay. Yes, building up tension is probably as oppressing as a screamer can be startling! The player didn't understand why they died, some didn't spend time on reading the instructions, but you can't blame the player: you have to do everything so that the jumpscare is kept secret, waiting the best moment to launch it in the player's face!
I'm working hard on all of these extra little gameplays aside from the main "office nights". This is mainly why the game is still in progress.
Maybe I'm aiming too high, maybe I want to do too much, I don't know. But I feel like the game would be incomplete without these extra phases.
Take a quick glance if you're not afraid of spoilers:
It might have been obvious to some that I'm working on these, but I wanted to keep it private and didn't shown too much of the extra gameplays.
(by @JayferGames)
(by @Na3ar4ik)
(by @DandyRedPandy / by @ImaginaryBoy)
(by @CodingPartner)
Thank you, these are all wonderful!
Are you still here?
Alright I'd need your help! Jayfer is illustrating some questions for the Roxy Band which I find pretty neat, and is desperately asking for your help to come up with some ideas!
Put your questions or other stuff in the comments and mention Jayfer so he sees the message! Let's see how creative you are!
65 comments