Game
FNaF World XL
6 years ago

Micro Progress Update (Challenger Encounters)


Hey, all! So now that most of the major hassle of moving is pretty much over for a few weeks (and while I have guaranteed free time), I've been able to get some solid work in.

For starters, I've laid down the foundation for the parts of the world that will eventually become Mystery Mines and some of Pinwheel Funhouse. There's still plenty of things that'll needed to be modeled, but it's probably safe to say that one of these sections (most likely the Choppy's Woods section) will be playable in a future build.

Next up, I've started work on re-balancing the Challenger encounters. In the current build, the entity always spawns in, which makes obtaining new characters far too easy (and probably obnoxious). To make it a bit more fair, it will now only spawn in about 1/10 of the times the player loads up the overworld.

When it does, however, it will be hard to ignore...

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The classic alert will pop up, and the entity will move in to the player's current position. The impending fight can be avoided if you run into something else or open up a menu.

On top of that, I'm also starting work on the rarity of the unlockable characters. It'll probably take some time to work out the kinks, but it should ensure that some of the more powerful characters are harder to unlock from the beginning.

And finally, the next playable character is almost ready to go: Shadow Freddy!

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Outside of testing out his Challenger encounter and coding in Esc Key, he's pretty much complete!

Well, that about covers all the current things in the works. 'Till next time!



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Yeah, we're doing this.

Pretty safe to say that Possy will be increasing the price of costumes to compensate for this recent development.

I know it's completely unintentional, but I swear this is the universe trying to convince me to dig my old handiwork out of retirement and do something with him.

Suppose it was about time that some of these skills got a little extra kick.

Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.

So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.

(And a further refined public release of this later on. If there's interest.)

The more things change, the more they stay the same.

That time of year again.

Suppose it's rude to come back doing polls without showing some sort of progress for it.

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.