Game
Oblitus Casa
4 years ago

First Devlog - 4/7/2021


Hey all, Nocturnum here!

I have to say, it's a little weird writing devlogs for a big project that isn't FNaTI. For the past couple of years, almost every devlog I wrote was on the FNaTI game page. I did write a devlog or two for Chuck E's a while ago (and I'm currently writing another) but it's refreshing to be doing this all on a completely new game page. Hell, I can't even remember the first devlog I did on the FNaTI game page, but I'll definitely remember this one.

Anyway, enough rambling. I know what you're all here for, and that's updates. And oh boy, I have quite a lot to tell you guys...


Revamped Universe

Alright, so I have been meaning to talk about this for a while. After the release of FNaTI, I found myself constantly nitpicking at my work. Not just the game itself, but the characters, the writing, etc. This has reflected on Oblitus Casa for the better. Oblitus Casa will introduce a new and improved lore/universe. With this, you should expect slightly new designs for returning past characters, some voice actor changes, environmental improvements, and more. While this doesn't necessarily throw the current FNaTI out of canon, it should not be seen on the same plane/level of Oblitus Casa. I look forward to showing off all the new changes that come with this sometime in the future.


Modeling/Graphics

We've been moving slowly when it comes to this. The team is in the process of trying to finalize every character model, and unlike FNaTI, this has been a challenge. We've been working to make each character unique, creepy, detailed, and so much more-so than what you guys saw in FNaTI. Of course, this takes more time. We find and/or make a character model, finalize their mesh, get them a texture, get them rigged, and then finalize their materials (ink shine, etc). The same goes for rooms, and this process goes through many different team members before we reach the final product. Oblitus Casa has 3 maps, so there will be a wait when it comes to this.


Programming/Coding

We've been moving slowly when it comes to this too. However, that doesn't mean our coders are slow at what they do (I agree! ~ Peyton). With the development of Chuck E's, I granted the Casa team a break after we finished the trailer, and that break will extend up until we finish Chuck E's. Obviously, a break means that little to no progress has been made. Before the break, we were working on finishing the main night segments. This, however, is quite small when you look at the large scale of the project, which is not only nights, but several point-and-click segments, different modes of playing, and more. This game is HUGE, so keep that in mind.


That's all I have for you guys, for now. Hopefully, when we finish up Chuck E's, I'll have more news. I thank you all for being patient with us as usual, it’s always a pleasure to have an awesome community. In the meantime, have this:



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