4 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.



0 comments

Loading...

Next up

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

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

words cannot explain how difficult it was to get these damn switches to work. everything that could go wrong, did go wrong. but, several hours later, i got it to work!!!!

Remember them? 🐰

wires are such a pain to model

He just wants a hug

i lied, the ladder was easy to model

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...

A Night at Toad's Full Game + Big Update, out now!

DEV LOG 1/14/25