These last few weeks the game has made good progress (at least on the first night). So I figured it was time to do another devlog. And for those who don't like to read, here is a small summary.
Quick summary
Completed the programming of the 7 main enemies of night one, only missing their sprites.
Implemented the progression of the night (the hours) and a free space at the beginning of it.
New section on the monitor called “system”, which includes ventilation, fan and temperature systems, a radar, and the option to repair these.
Made the game over screen (very cool).
Added tips on the loading screen.
All the cameras are drawn (they'll be shown in another post).
Since the last devlog I managed to polish the AI of the enemies that were already programmed (the Tsuin twins), balancing their mechanics even more. Along with this I must say that I have managed to finish the programming of all the 7 main enemies of the night, which will still be revealed in separate posts. Tho I only finished their programming, since their sprites and textures are still missing, but little by little I have been drawing them. Here's a look at an enemy I haven't drawn.
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Before the game didn't have progression as such, by this I mean that the hour system was not implemented and, therefore, the night never ended and the enemies would always be at a given difficulty. At the beginning it was like this because I only had two enemies programmed, but now having more it became necessary to be able to have the progression of the night, so the hours can pass and the enemies will increase in difficulty and appear as the night progresses. And also something that you can notice in the image above is that there is a transparent text at the top center of the screen, which says “Free space”.
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This is an idea I had with some friends to get the players used to everything they have at their disposal before starting the night, since perhaps it wouldn't give them much time to guess what does what. I still don't know if this idea will be kept for the final version, so don't be surprised if I end up removing it.
A few weeks ago I posted a sneak peek at a section of the monitor I was programming, but didn't reveal any details about what it actually was. But today I can tell you that it is already 100% implemented in the game! This is the “system" section of the monitor, since we will not only have the cameras, but also other tools that will help us evade various enemies. This section has 4 windows: the fan, ventilation, radar and the system as such. Below I will briefly explain what each one is about.
The Fan and Temperature
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Inspired by FFPS and UCN, this works almost the same as in those two games, having the ability to turn it on and off, with the risk of raising your temperature when it is off. The difference is that here it can continue to drop below 0°, and by this I mean that not only can you overheat, but you can also freeze.
Overheating will result in you passing out and therefore automatically losing the night, giving you a special game over screen since you passed out before being killed lol.
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Freezing yourself, on the other hand, will not automatically result in you losing the night, but will leave you in a permanent state of slowness, and without the ability to use the monitor, making you practically have to wait for an enemy that is not evaded with the flashlight (if you haven't ran out of batteries already of course) comes after you and causes you a game over.
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The Ventilations
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A mix of FNaF 3, FFPS and UCN vent mechanics. Here you will be able to see a map of vents that is located far from you, through which two similar enemies will come. Here you can use an audio lure in any vent to call a nearby enemy in a cross radius, the disadvantage being that it has a cooldown to use it again. You also have the option of closing one of the 4 ventilation doors close to the last one node, this will block the passage of any enemy but will cost you some of the operation of the fan, since the air will have difficulties on reaching your room, so if you have it on while If a door is closed, it will go down faster until it reaches 0°, and from there it will not go down any further. But if you have the fan off, the temperature will rise very quickly, which is not cool obviously.
Radar and Room Decoloration
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The radar has the same map as the cameras, where you can scan to get the position of any enemy that is out of range from the already mentioned cameras. This one has a fairly long cooldown and is best used in emergencies.
Another option you have is to touch any room on the radar map to decolor it (turn it grayscaled). This will be visible through the cameras.
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For now this may seem like a useless mechanic, but it serves to evade a specific enemy and nothing more.
Systems Repair
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Taken from FNaF 3, this is basically the error panel from that game, with some changes. Starting at 2 AM, your systems will begin to be damaged randomly. When this happens, the button light in the system section switch will begin to flash red and an alarm will sound. The fan can be damaged and turned off while you have it on, audio devices have a chance of being damaged while you are using them in any ventilation, and cameras can be damaged while you are watching them. These are all just random possibilities.
In this version of the error panel you can leave any system being repaired and as many as you want, and you will be able to change windows in the system, see the cameras or even close the monitor without fear of the repair being paused or cancelled.
In this window you can also see the hour and minutes btw.
Another thing that's finished (at least for now) is the game over screen.
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Here we can see that they took a photo of our dead body with our murderer on one side posing, and a phrase from them written with our blood at the bottom of the photo. Above appears how to avoid the enemy that caused us the game over. This screen has several interesting easter eggs ;)
I added gameplay tips on the loading screen, although not all of them are xd. (This one also has easter eggs)
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I'll mention that all the cameras are drawn and implemented in the game, I'm just not going to put them all here since it would be a lot and it would be better to publish them in a separate post so that you can appreciate my art XD
Finally, I want to make it clear to you that we're far from the demo, so although it seems that by the end of the month I can have night one 100% finished, the truth is that I highly doubt it. There are many factors that slow my attention on this game for a while, and although I would like to have something playable this Christmas, I don't want to give you a rushed demo either. So I won't confirm anything until I can, but I'll try to have at least something for you by the end of the month, even if it's not a minigame or a demo.
And that was all for this devlog, I will be posting the other characters that are missing throughout this month in separate posts while Christmas passes and I can focus my attention more on the game. I will be giving my acquaintances and friends beta builds of the game so they can test it and give me feedback. The next devlog will most likely be next year, so stay tuned for that and the next post throughout this month.
¡See you in the next devlog, and have a sunny day today or tomorrow!
Gabe Sunshine ☀️
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