Game
FNaF World XL
9 years ago

Another quick update on progress


So it’s been a little bit since the last update, and I do have a few new things to mention about the upcoming update.

The battle mechanics are still in development, and not too much has been added to them. However, I’ve done a few tests of the transition between the overworld and battle frames. So far the transitions themselves work, though I’m unsure if future additions will hinder the speed of tansition.

I’m also making a few changes in regards to text. I’m going to be swapping out the pre-made text for strings, so that should hopefully mean the game itself might be smaller (I honestly can’t tell atm, since the game is still pretty small.) Other changes will mostly involve enemy deaths in FF ERM. (Especially with E.B.)

That’s honestly all I can say for now, but before I go I figured I’d show off a little something special. ‘Till next time.

5d0b6916261a7.png


0 comments

Loading...

Next up

I might be having too much fun with this process...

Motivation has returned in a substantial enough way.

So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.

(And a further refined public release of this later on. If there's interest.)

Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.

(It was the values tied to IDing what foe it'd be.)

It'll likely need more testing, but we're back in buisiness!

Yeah, we're doing this.

Me: Man, I really wanted to have something released for the 10th anniversary, but I have nothing ready for it!

Clickteam: *drops trailer for Five Laps at Freddy's*

Me: *Finally remember that I still have a janky ace up my sleeve*

First signs of danger.

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.

How about we change things up?