Yup, you read the right, I've thought about it, and I am now quite convinced that this mechanic should be removed from the game. At first, I thought it was a cool idea, that it would be original and stuff, and I kinda forced it the game and tried to adapt what I was planning to make it fit in.
But I've noticed several problems with that. First of all, that created a really weird contradiction in gameplay: you're suppoed to keep them in, but it can be easier to just let them escape. Also, the only way to deal with it, espcially on higher difficulties, was just to close the door as soon as the night started, and to never open it again. Also, Funtime Freddy became such a pain on Night 4 and onwards, it gained like 6 AI levels if Spring Bonnie and Eleanor had left. That was one of the only solutions I had found to make you not want to have them leave, but it was a pretty bad one.
Also, it had really weird lore-related consequences. I'm not gonna go into much detail here so there's still surprise when the full game comes out, but really, some stuff kept bothering me and I had no solution for it, or really clunky ones.
And finally, it meant that I couldn't use animatronics that could leave in any of the tasks, or else there would either be skippable tasks or inconsistencies.
SO, I think this mechanic really has to go. There's no problem in recognizing that idea was bad . Perhaps it wasn't that bad, but I really can't find any good execution of it. I think the game will be more enjoyable without it. Now I just have to remove CAM11, since it has no use now, and to adapt my code a little. That's a step back on what I already did, but a step forward on making the game better!
That's some advice I can give you if you're working on a game! Don't be afraid to leave an idea behind!
Apologies for the long explanation, but I felt like telling you about my thoughts on the game. Also, sorry for the lack of posts, I really have a lot of work at college at the moment
Take care of you, and see you soon! (I hope)
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