Honestly It shouldnt be that hard, just time consuming. I know exactly how i can and most likely will code the cameras, and it goes as follows:
set a value for each animatronic, with the number being which room its in. the code checks to see what camera number its on, and then it checks to see what animatronics should be in that room using an if else statement with the animatronic room value.
Ive coded this many times in scratch so that helps a lot with planning these things out. For now however, im focusing more on getting the core mechanics done than the AI. Id rather sink my time into stuff like camera switching than ai, since i doubt most people will care much about the surface level AI compared how well the game feels to play. Most people only see whats on the surface, and for the people that see deep inside of it, theres often treasures like the ai hidden deep within. Anyways, im ranting. Im going to bed now, see you in the morning.
Next up
more updates on the office mechanics, and im starting to really like this tbh gunna rethink the whole map n everything but i really like the marys arcade style tablet
greg
hahahaha IS THAT AN OFFICE???????
"Looks like the nurse heard someone's calling for medical assistance, she will do anything to help out anyone even if it hurts her patients a little bit."
rip bro
The Red Rabbit Games community has reached over 600 members! 🎉
check out this scrolling I coded (i dont know why its so low quality, dont ask me)
ive been thinking about how I edit my renders recently, and personally seeing the difference between an edited render compared to the base render is crazy.
happy late birthday to candy the cat, only found out once i was rewatching markipliers playthrough on fnac 1. Funny how that works huh (heres a silly ms paint drawing i made in 2 minutes)
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