Game
FNaF World XL
3 months ago

EXTREMELY Important Poll: Act upon wild idea?


So, I got more work done on the game's code, and it occurred to me that the recent content is leaning into one-sided territory. Had a really big idea hit that could be cool, but would also require it's own amount of time and effort to bring to life.

---

Option 1:

I stick to the original plan, focusing mainly on just adding the costume skills and maybe implementing a new difficulty setting or two to compensate. I wrap up Classic Edition, then focus on work on the redesign at some point later on.

Option 2:

I enact upon a wild idea that hit me recently.

I start by returning the costumes back to their basic, cosmetic status and just make this a smaller update that'll be focused solely on fixes.

I then properly add the skills within a full size sendoff update for Classic Edition.

It'd be taking certain elements from the planned-but-stuck-in-concept-limbo-actual Update 3, mixing it with some lingering assets I have on hand, and ultimately make a new story unique to this version of the game that wouldn't just end it on a few cliffhangers.

Option 3:

I do neither and maybe just focus on working on the actual game redesign since it's been ages and it now has a pretty stable framework to go off of.

  69 votes Voting finished

2
2
1
1


3 comments

Loading...

Next up

Motivation has returned in a substantial enough way.

New look, new direction.

Pretty safe to say that Possy will be increasing the price of costumes to compensate for this recent development.

So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.

(And a further refined public release of this later on. If there's interest.)

Me: Man, I really wanted to have something released for the 10th anniversary, but I have nothing ready for it!

Clickteam: *drops trailer for Five Laps at Freddy's*

Me: *Finally remember that I still have a janky ace up my sleeve*

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.

Figured it out.

Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.

(It was the values tied to IDing what foe it'd be.)

It'll likely need more testing, but we're back in buisiness!

I might be having too much fun with this process...

The more things change, the more they stay the same.