Game
FNAF Kit
4 years ago

---Next Test Build News---


Hi everyone. Hope you enjoyed Easter. I'm putting this post out, so everyone can have a good idea of where the game is at right now. So here is a quick rundown of what's on the way and what is currently being worked on.

--Night Mode--

Night mode is nearly completed. Things such as the clock, power and animatronics are working. What is currently needed is the player controller and the camera system, and that will be all ready to go.

--Editor--

Anyone who has tried the last test build knows that the editor can be outright awful to play with.(Looking at you, object move panel) The less user-friendly menus have been replaced and updated. Object placement has been completely rewritten to accommodate moving groups of objects.

--Decorations--

I'm Slowly adding in new objects to fill maps with. It's just hard to find the time while also coding night mode. Expect a handful of new things, however.

--Saving--

There have been a few bugs to do with the save system I hope to have ironed out now. The save map screen will also allow you to customize your map's display data and upload custom icons for use in menus.

--Animatronics--

We've got the endo. We have the AI, What we don't have is models of animatronics. While they will not feature in the next test build, they will be ready to go when night mode is completed.

--Main Menu--

The main menu has been a placeholder for too long. This may be addressed with night mode. But know that updates are coming.



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Some map progress since yesterday. some arcade cabinet props that just need some textures, tunnels had some more work put into it and the restaurant is slowly being built up.

If you're wondering why the next build is taking so long. here is the answer.

Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.

Modular stage kits are the next addition to the decor tab. Once all its skins are properly textured.

Buttons ver 2- jumpscare Test

Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.

Lightweight object recoloring test. This test is looking at coloring defined areas with as little excess data as possible and uses NO mask maps, alternate materials and does not break object batching (won't melt the PC when you have hundreds of swatches!)

Buttons jump scare test shot

I'm currently working on a new game with a team of people. Here's a mannequin being assaulted for test purposes. Gotta do what you gotta do for your damage systems.

Grey boxing the first layout for the game, But got very distracted making this arcade tunnel. But its starting to take shape at least.