The delay have been stretched out to the max.
I’ve just now finished the very last animations (which are the most difficult parts of the game for me to do), I also spent the entirety of today rendering said animations as well as many other renders. I’m rendering all the remaining images tomorrow. After that, all I need to do is to implement the images, polish the AIs, finish the all minigames, and make sure the entire game structure is free of loose ends.
Right now the game is at 90% completion, and for the rest of December I’ll be able to work much more on the game than I was able to the past few months.
I’m aiming to release Five Nights at Candy’s 3 this year. I’ve mentioned this on my Twitter, but I’ll say it here again; the game has grown much bigger than I had first planned. The nights themselves are only a fraction of the full game, the rest is a wide variety of minigames with different styles and gameplay. Don’t expect any “fun with plushtrap minigame” clones.
For FNAC 3, I’ve gone further than I thought I could, by writing several shaders specifically for fancy on-screen ink-effects, and a pixel-scaler shader that I’m very proud of. This pixel-scaler has made me able to put much more substance into the minigames, due to everything being at a very small scale, and then at the end being scaled up before being overlayed with a pixel-filter. This makes it MUCH more efficient for computers to handle anything from graphics to collision detection. I’ve coded an RPG-esque dialogue system, with 8-bit “voices”, colored text, configurable text-speeds, and directional input. Some of it sounds very technical, I know, but it’s essentially the kind of stuff you’d find in a real RPG game, like in The Legend of Zelda games and such.
I realize the game might not be equally scary to every person, but hopefully it’ll be equally entertaining all the way through. Thanks again for the incredible patience!
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