This game takes a different approach to the Idea of a relatively ambitious fangame; focusing on fleshing out characters and it's world, as well as toying with semi-'sandbox-esque' FNaF mechanics. For the past year or so, I've been meditating on the gameplay, and the script. Making tweaks to the gameplay loop, as well as overhauling the script to make it more conversation oriented as opposed to the honestly terrible honest to lord lore dumps taking up 10 minutes+ per cutscene.
--The Script/Dialogue Changes (With Worldbuilding)--
I've broken up elevator messages into phone calls between Bob and the Manager, and generally tweaked the script to try to make Bob feel more like an actual character (not having him directly speak in direct gameplay, that would likely get grating.) I've moved most of the tutorial/instructions as to how to deal with animatronics to a written in-universe "notebook" that you can access via the main menu. Kinda like Jolly 3:C1's notebook scribbles, but with notes written by established characters. There will also be some text/audio messages you'll gain access to within this Notebook Hub throughout the course of the game. As well as being able to directly read some notes written by different characters. This is all due to the fact that there's a LOT to unpack in terms of the lore of the game; whether it be small things like hobbies of characters, to their motives and dreams. Most of this is optional though, and you can skip most cutscenes. Usually by pressing the S key on the keyboard.
--The Gameplay--
I've made some changes to the gameplay loop, giving the player some extra tools to be able to even the odds, maybe more so. The ultimate goal of the core gameplay is to strategize, and find a combination of tool usage/strategy that's the most effective to a player on an individual level. Just as well, I've tried to make sure that there's actual use to these tools, so that you'll likely want to use some of them in tandem with the core mechanics, and not just rely on these 'extra' tools as a crutch. There's room for some experimentation with mechanics, more or less.
--Accessibility features--
I've added some features to enable you to technically mostly use visuals to play the game, as well as having a settings menu that will allow you to enable/disable some most of the heavier visual effects for the game. I never liked the whole oversimplified (high,low,medium,etc) graphics settings, so you'll be able to pick and choose what visual stuffs you want to see in-game, and what you don't. The settings menu has visuals correlating to your current settings in the background, so you hopefully won't have to guess too much.
That's basically all I changed, I just wanted to showcase that it's not dead. I'm just stuck between a rock and a hard place at the moment, and can't really make super substantial progress on dialogue/ 'potentially' finishing the game at the moment. Personal life and all. This game is still as it's always been: a passion project. So I've just been going through the game, and making some relatively quality of life changes to hopefully better the experience as a whole. Have a nice Thanksgiving or whatever lol.
Next up
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
Here's another one of the tip pages, to show that I'm not ded lmao:
Release Candidate 1 of the new update has been publicly released. Merry late Christmas, I decided to release what I have at the moment for people to play, and there's a questionnaire link below to suggest changes.
The Mimic Day #FanArtFriday #SecretOfTheMimic
Testing new graphics for main night level movement buttons, any suggestions or changes I should implement? (These new textures will not affect gameplay/hitboxes, they are purely visual.)
bears
2.0.1 Patch (due to me forgetting to change the achievement tied to the extras in the menu to the easy difficulty one) Also renamed the application file to The Horde: Revitalized instead of THR NEW.
Found some unused audio files in the game's files, and compiled what I found into a video. Enjoy!!! :)
This week's #FanArtFriday celebrates the release of #SecretOfTheMimic!
Accept the quest to get started.
Progress... Visual effects, some camera effect reworks, lighting tweaks, and Springlock Lucifus jumpscare implemented. New jumpscare sounds for Prototypes (basement), as well as Maskman and Metal Maskman.
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