Game
FNaF World XL
4 years ago

Mini Progress Update: Battle system reworking


Currently shifting focus towards the Battle system in preparation for the addition of some truly intimidating endgame content. Big goals for this end of things is to:

  1. Make enemy attacks more consistent. (Pretty sure some of them feel like they're trying to beat the player to death with a wet noodle.)

  2. Make player attacks even more consistent than they already are. (Feel free to let me know if any skills aren't working properly in the current build!)

  3. Make sure the leveling system works/ is balanced properly

  4. Make sure the Challengers spawn properly

Might be more, but that's the big set I'm aiming to fix in this phase of development.

Oh, and as one final tweak in this section, I've made some adjustments to the Player Select screen so that it only features "complete" characters. Here's a sneak peek of the changes!

edrt_2022-02-21_11-56-51-96.jpg

'Till next time!



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This whole "making a new battle frame" situation does give me an excuse to add some things I had been putting off for far too long.

I might be having too much fun with this process...

Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.

(It was the values tied to IDing what foe it'd be.)

It'll likely need more testing, but we're back in buisiness!

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.

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

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

First signs of danger.

New look, new direction.

Figured it out.

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.)