Game
The Horde: Revitalized



3 years ago

I don't know how people will react to this game, and that's fine lmao. General update.


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.



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