The set of grey squares are, obviously, the map layout. This is where Fredi & co. will be roaming around, intending on eventually catching you defenseless in the office. Bigger shapes indicate rooms, while the narrow ones are hallways. Peeps will be in the former, and the same peeps will pass through the latter to reach different places.
Now, for the things in the office (down below): Micheal is residing near one of the doorways. Each of the doors present in this room will be different from one another behavior-wise. The frontal doorway hosts the energy-powered door, activating with the press of a button. This one will drain energy when closed, so don't be greedy about it. The doorway on the right is home for a different kind of door. This one is free of charge, but in order to keep it closed for long, you'll have to hover over its spot & not let go. Both of these will have manual functionality & won't make use of any of the keyboard keys, which I've intentionally done as a switch-up & so that the gameplay wouldn't be carelessly easy. 'You could always hold the right door down for as long as you'd like, but someone WILL eventually cross the frontal hallway, forcing you to activate the energy-powered door. And in case the right door opens while you defend yourself from the front & some crazy-ass chicken robot will get in... bye bye :D". There's also a chocolate muffin that'll make noise when pressed.
Threat-wise, the one & only of which being present at the moment is Fredi. Haven't coded him completely yet (this project is very early in development), but I intend for him to be able to reach any of the doorways after entering the bathroom. Once he'll be near, an aproppriate door will have to be closed.
The rest will be formed as this thing will progress, but for now, that's what I've got. Keep in mind this has been written when I've just started devving on it, so if it seems barebones, that's why. Also fuck you front door for being a bitch to program.
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