Game
Blue Oddities: REODDITIZED
4 days ago

Devlog 3 (Yeh, this stupid damn thing still exists.)


Hey everyone, so uhhhh funny story.

It has apparently been TWO YEARS since Devlog 2, and around two and a half years total since this game first entered “development.” Which means this project is now old enough to form crusty memories and probably develop trust issues. A lot’s happened behind the scenes since the last update. Most of the original team gradually stepped away over time due to life stuff, schedules, burnout, work, etc. Nothing dramatic or scandalous. Nobody got fucked over. People just moved on.

So after a very long period of staring at unfinished builds at 2 in the morning while questioning the life decisions i have taken that led me here, I decided to continue the project solo. So yes. The entire game is now being developed by one person. Unfortunately for the codebase as well as an engine change to Godot (because I'm poor.) That means I’m currently handling:

  • modeling (duh)

  • textures

  • animation and other crap

  • maps

  • UI

  • sound effects implementation

  • optimization

  • AI behavior

  • and ALL the programming

Which is honestly actually terrifying because I learned a quarter my coding skill through trial, error, and bullshitting around google typing things like:

“why does enemy ai suddenly cause the entire fucking game to crash”

“fnaf fangame flashlight implementation tutorial???”

“IM CREAAAAMING SOMEONE HELP ME WITH FNAF FANGAME ADVICES”

But somehow… progress has actually become more 'stable' lately. Slower? Abso-fucking-lutely. Like “carbonated honey slowly dripping out" slow, but a bit clearer. Every week I’d convince myself the game needed some huge new mechanic or cinematic sequence or fifteen different endings or a fully animated cutscene that absolutely nobody asked for. And yet every time I get the motivation for said thing IRL stuff has to hit me in the nuts such as school and general mental health problems. So I’ve finally started setting actual realistic goals instead of trying to create the “ultimate genre-defining FNAF fangame made by an little idiot running on cheap coffee, hopes and dreams awfully stitched together.”


Current Goals

  • Finish ONE fully playable night first

  • Rebuild most of the old models from scratch

  • Focus more on the goofy/spooky atmosphere and tension

  • Build stable enemy AIs before adding extra mechanics and such

  • Stop completely remaking the game every 3 months because I watched another gamedev do slightly more popularly than me and start self deprecating.

That last one is still a wip. And honestly? Reworking the old assets has been both satisfying and spiritually agonizing. Some of the original models looked good to me back then. Now I open the blend files and just sit there like:

“Brother ew. Ew.”

Still, it’s nice seeing actual improvement. The newer stuff feels way more creepy. I know this update probably isn’t the huge comeback reveal some people expected. There’s no dramatic release date trailer here. No “COMING NEXT YEAR” announcement or some shit. Honestly, I’d rather be transparent. The project isn’t dead.
It just had to shrink into something actually manageable before it could move forward again. And weirdly enough, I think that’s made it healthier.


Solo development’s rough. Progress takes time. Sometimes progress takes so long that your own files start looking unfamiliar to you. But for the first time in a while, the game actually feels like it’s moving somewhere instead of endlessly restarting itself. So thank you to the people who still stick around despite the radio silence and the increasingly concerning development timeline. Genuinely.

Hopefully next time I post here, I’ll have something playable to show instead of another paragraph explaining why the Blue freezes the entire game when he enters the right office doorway.

Here's a bit o' Oddities for staying in this decrepit gamepage we call Blue Oddities: REODDITIZED.

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