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5 days ago

EMCN 2: Progress Update 11: The Blocker Counter


Welcome to the eleventh progress update. This one will focus on one crucial mechanic in order to complete the night.

That is the Blocker Counter.

To explain how the Blocker Counter works, let me use an example.

So, in the original Five Nights at Freddy's, Bonnie comes at your door, requiring you to close it. After a while, he leaves. Simple. Now let's say when Bonnie leaves, the Blocker Counter goes up. Basically, the Blocker Counter will go up whenever a threat is taken care of.

You'll set the Blocker Counter's max during the night's setup. The Blocker Counter's max doesn't change the night's difficulty, only length. Whenever you deal with a threat, the Blocker Counter will go up by one, slowly getting up to the max. When it reaches the max you set, the night ends. The Blocker Counter will only be shown when backed out of both monitors. A sound will play when the Blocker Counter goes up.

Not all threats make the Blocker Counter go up. To figure out what makes it go up, let me go through the different threats in this game.

Immediate Threat: This threat is going to be the majority of threats in this game. They'll turn on and instantly be attacking, making you have to deal with them immediately. These guys will be affecting the Blocker Counter. Think of any of the door animatronics from Ultimate Custom Night.

Gradual Threat: These guys don't necessarily turn off like the Immediate Threats. They are constantly progressing to attack you. You won't be able to stop or reset them, only slow them down and push them back. These guys will NOT affect the Blocker Counter. Think of Springtrap from Five Nights at Freddy's 3.

For arguments like Freddy from Ultimate Custom Night who arguably fits in both categories, he would count as an immediate threat since he would affect the Blocker Counter. He can't be pushed back but he does gradually come to your door. It's a bit confusing, maybe I'll add a third one that blends the two together.

Like I said, the Immediate Threats will take up the majority of the cast in EMCN 2 so the Blocker Counter can go up quick and easy. This doesn't mean that there won't be any Gradual Threats, though.

That's about all for the Blocker Counter I believe. I actually just started working on the Blocker Counter which is why I didn't mention it until now. This mechanic will be crucial in this game so I want to make sure it's good before the demo. Seems like there's no issues right now.

I also fixed some minor glitches with some of the cast as well as allowing the Panic bar go down while off of both menus. It'll go down slower the more Panic threats that are active, eventually not going down at all if too many are on. This is going to be important for something in the full game.

That's about all. Thanks for keeping an eye on EMCN 2!



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