Heya peeps! Today I wanna inform you all about how Fazbear Isles will release and other important things! I'll just cut to the chase...
Full release, not a demo...
,,What do you mean by this?" You might ask. Well, the "demo" that will be releasing will be considered a full version of the game, but still obviously missing planned content.
My plan is to release the first two acts of the game (they are both VERY gameplay packed, so no need to worry!) and after that share a roadmap with you about future updates of the game. These future updates will flesh out the game up until the game is actually finished (like adding new Isles, Fighters, gameplay mechanics, etc.) This is to keep interest and hype for the game for a good while. What I have planned is quite ambitious, but I've learnt a lot of scope control and think that over the next year after release I'll have it done!
Originally, I have planned to consider this a demo and then work on the entire full game, but that would lack community feedback and retention, which I really want to prioritize for this game!
After the game goes gold, I'll be hiring play testers to check for bugs and critique before it gets into your hands, this is a dream game of mine and I want it to be one of the best FNaF RPG experiences you can find! I can only achieve that with your teamwork, so when the game releases or you'll get an early build, be as CRITICAL as possible!
What will the first release include?
Let me summarize...
Around 40 Base Levels
16 Fighters + 4 Overlord Fighters
6 Bytes + 10 Chips
3 Different Currencies with varying uses (Experience, Faz Tokens & Fusion Scrap)
8+ Different Enemy Types (this excludes Fusion variants of enemies)
2 Main Bosses (also excluding Fusion variants)
4 Dungeon Boss Fights + 1 Dungeon Raid Boss
Extensive and Clear Tutorial (FINALLY)
Fighter/Enemy Level Cap: 20
Shop & Fusion Bounty Board
Minimal Story Elements
Hopefully all of this content will be enough to create an amazing experience!
Progress so far?
It's going VERY smooth! I'm trying my best to hit the end-of-summer deadline, but I will not be cutting corners just to make that happen. The only "cutting corners" I'm doing is scope control, but that is just to make the game more fleshed out and realistic to my capabilities.
Right now I've finished implementing the entire Isle 2 Map alongside some minor bug squashing! I also just started working on the Dungeons feature, which will truly test the most strategic players!
To give a percentage, I'm about 75% finished gameplay-wise, 65% overall!
1 comment