Game
FNAF Kit
2 years ago

Been an age since I've last worked on FNAF kit. Back at it though and focusing on making it easier to run with optimizations to the way objects are loaded and saved and a few more tricks learned while working on my other new project.




20 comments

Loading...

Next up

Buttons jump scare test shot

Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.

Modular stage kits are the next addition to the decor tab. Once all its skins are properly textured.

Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)

I'm currently working on a new game with a team of people. Here's a mannequin being assaulted for test purposes. Gotta do what you gotta do for your damage systems.

I know it has been a while since the last update, but life got in the way. Here we can see how buttons can be customized and given functionality through the event system. More to come as the event system grows.

Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

working on a new mechanic for the prototype. no need to wander over to those far away items when you can just send in your drone.

Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.

If you're wondering why the next build is taking so long. here is the answer.