Many of my early testers have completed, or at least made it through most of, Night 2, so I figured I'd post an update, partially due to a particular semi unexpected hiccup. One of my testers wasn't able to run the game in its current state (which is completely fine! Computers are expensive, this game is intensive, and I haven't even incorporated a settings menu yet, so I'm not at all trying to throw any form of shade, and if anything I feel really REALLY bad), and so I want to clarify something for everyone following, just in case anyone couldn't tell, as I have been trying to hide the realtime-ness by limiting the amount of animation:
This game is an Unreal Engine 5 game, and runs entirely in realtime. And while I am going to work very hard to ensure it runs well on as many computers as possible, I am going to give no guarantees, unfortunately. The models are detailed (Even moreso than the ones in Help Wanted, actually (which, isn't a flex, or me throwing shade, that game was a VR game first, so optimization was way more important than it already is)). The environments are detailed. There is a lot going on at once. So I apologize if release day comes and your computer cannot run the game, but again, I will try my best to ensure as many people can run it as possible, within my and Unreal Engine 5's limits.
That all out of the way, I am very pleased to say that so far no major bugs (that I know of) have been found! One possible saving bug aside, that I believe is demo exclusive due to changed code. Along with that, the demo and its reception have helped to reignite my motivation to work on this game, so new updates may come sooner rather than later! May, being the keyword there. Now, I should really sleep, as I have to work in...less than 8 hours. Oof. Have a good one, everyone, and stay tuned!
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