5 months ago

DEVLOG 1/16/25


Today was mostly spent programming animatronic AI! One character can now roam the building, although I have not yet programmed the countermeasures or their actual attack. I also have been doing more texturing/modeling work, updating placeholders to give the "office" space a more polished feel (I am mainly focusing on the parts that are actually interactive and need to have models in order to be functional). I am going to continue working on character AI, although soon I will need to begin working on the computer system because certain characters' countermeasures require it.

That's all for now! I am going to be out of town for a bit, so it may be a while before the next devlog.



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my whole philosophy with the "office" is: how can i make the player feel claustrophobic AND exposed at the same time? the answer to this is: lots and lots of clutter

DEV LOG 1/14/25

you can now turn around! there will be a few very vital tasks that must be performed on the wall behind you, but of course this does require turning your back on any possible threats...

DOWN BELOW

DEV LOG 1/28/25

WARNING FLASHING LIGHTS Gameplay video snippet from HARD MODE testing we did with @Frogger25 , primarely the best part of it. Visuals arent final and the sounds are going to change as well. We aimed to make a fun Gameplay loop and in my eyes we nailed it.

the breaker panel is your friend (all textures/materials are VERY WIP and unfinished)

DEV LOG 1/19/25

PLAYTESTING WENT VERY WELL Some news, game release very soon.

i also fixed the visual distortion caused by the panorama filter, it looks way better now