Game
FNaF World XL
10 months ago

Progress Update on the Mess


Hey, all!

Obviously been a bit of a chaotic week hitting at the code inbetween shifts, but I think/hope it will have paid off.

The upcoming build will be soft launched as a Public Test Build to start off, and I'll give it about a week to see if it's in good enough shape to keep alive.

Truth be told, I've only been testing the updated battle code against a certain final boss and I'm pretty sure I now have no active playtesters to reliably fall back upon.

(One of many reasons I may actually try reopening a Discord group at some point.)

Other than the uncertainty of the battle system, everything else I've mentioned and worked on has gone surprisingly smooth. Music now carries across all saves, I figured out why the time wasn't saving properly, and I even added some extra time autosave features!

Still doing another pass over the character-specific events to account for the psuedo-complex revive system, but the majority of it is up and running.

screenshot_2024-06-29_171056.png

Guess we'll see if these changes work when the PTB drops tomorrow.

'Till next time!



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

New look, new direction.

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.

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

Me: Man, I really wanted to have something released for the 10th anniversary, but I have nothing ready for it!

Clickteam: *drops trailer for Five Laps at Freddy's*

Me: *Finally remember that I still have a janky ace up my sleeve*

Still have to address a few tweaks to layering and test some other sidequests, but I think that we're back on track again.

How about we change things up?

First signs of danger.

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!