Game
Pressure. (W.I.P.)

1 year ago

Devlog 2

Map Update & Sunken Showcase


Hello People!

Sorry for not posting this yesterday, I forgot my laptop charger at school and couldn't upload the Sunken renders, but the free time did pay off.

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Map Update!!!

As I said in the last devlog, I finished the first/top floor of the map! The first floor is the ventilation shafts, a maze of narrow vents and air pumps that lead all over the ship. The top floor is inhabited by The Repairman who will climb up through the maintenance ladder at the start of the night.

Once up you must keep an eye on him and make sure he doesn't make a mistake and damage any pumps. To aid you, your multifunctional breaker board has switches that correspond to many of the vent gates at the end of certain vents. Flicking these switches causes them to shut, locking out any unwanted guests until flicked back on.

Of course because these are the vents that pump air into your office, if you keep too many shut for too long, you will suffocate and pass out which is definitely not good with malfunctioning robots running around.

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The Goblin, one of the three rusted robots will also roam around the first floor along with the bottom and middle. He is much faster than The Repairman due to his short stature and long arms. He'll go around and attempt to suck the power out of the pumps, causing them to shut off and less oxygen to be pumped into your room.

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In the vents themselves you will get to use night vision, a toggleable tool that drains a bit more power when used but is very useful when in dark and unlit ventilation shafts. Be careful though, they do break fairly easily when exposed to bright light for too long!

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Now for the Sunken!

The sunken is the main of the three rusted robots lying dormant in the repo room. He will periodically wake up and make haste to ruin your night. He (much like The Technician) will attempt to interface with your servers during your shift, however unlike The Tech he does not have good intentions. He is much harder to detect in the system and if left undetected for too long he will infect other systems, mainly the servicemen causing them to become much, much more aggressive.

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But don't take him staying back as a sign of weakness, because he definitely will prove you wrong. Much like his brothers he can easily pry up on your doors, being far stronger than your crappy door locks he will make haste will dispatching of your protection.

To counter his immense strength you must keep him away. Due too his old age he's become very weak to bright lights much like The Goblin and The Repairman, so using your hall lights the most effective strategy. If you manage to shut the doors before he can get his fingers under, then he will have a harder time and might even flee from boredom or try your other door.

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Not much has changed regarding the coding progress since the last devlog, we still can't get to it yet and we might not for a while longer. Also, sorry for no camera animations, it was a bit buggy to figure out so I just decided to make a worse concept one to give you instead. I'm probably going to have a better one for the next devlog, but definitely for the log after.

That's it for now, school holidays is coming up so either expect way more news, or way less. Also some other personal things have reared their head again, but it shouldn't be too much of a hinderance. See you next devlog!



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