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FNaF World: REGLITCHED
1 year ago

REGLITCHED Progress Devlog: Late July 2023


Hello again! I'm sorry for the lack of progress compared to last month's devlog. It's been a rough month for me as I've dealt with a nasty head cold and a 4-day vacation that didn't help with the head cold. Plus, I’ve been asked to remake one of my older animated collab parts that I did before I started venturing into wanting to make games. Hopefully, you guys can understand the lack of presentation in this one, and I’ll try to do more next time.


Short Synopsis:

  • Enemies can spawn randomly, with empty spots as well (just like the original)

  • Health and Damage points have been added

  • Pizza Wheel (works exactly like the original), Mic Toss, Bunny Bite, and Pirate Hook all do damage

  • All of Bonnie’s animations and Foxy’s Pirate Hook animations are in the game

  • Xbox Button System has been added (some sad news for Switch Pro Controller Users)

  • @JR-man_ has been added to the team and the game has reached over 1k followers!


Long Synopsis:

First, I was finally able to complete the enemy randomization that includes the empty spaces in the game. It took a while to figure out, considering that there was a bug where the enemies wouldn’t spawn and would just be empty all the way through. However, all it needs is a variable and proof that if everyone was gone to repeat the cycle. Yes, this is code I implemented, and it’s hard to visualize it without repeating the same fight fifty times, so here’s code that proves the cycle exists. (You can implement this same loop in your own game as well if you’d like [sorry if it looks very rough or amateur-ish])

enemy_randomization_proof.png

Then, I added the health and damages to all the characters and enemies (enemies can’t attack yet, but I’ll get around there sooner than later), which includes the damage text that pops up on the enemies when they are damaged. One of the more complex attacks to code and get right was, ironically, Pizza Wheel. Obviously, you want the randomized pizzas to hit the enemies, but it is undoubtedly harder considering that the Pizzas are duplicating with different names attached. It took 10 hours to figure out why nothing was working till I figured out that if I add the duplicated names to an array/dictionary, then have the collision double check if the object was one of the names in that list when it collides. Finally, it worked as intended and worked exactly like the original.

Using previous knowledge from the Mic Toss animation with the microphone, I ensured that when the characters hit a specific animation frame, it would emit a signal to enable the bites, hook slashes, and heals with the damage afterward (Rock ‘n Heal and Cupcakes doesn’t heal yet, I haven’t gotten around to the healing parts but essentially does what you’d expect).

Next is controller implementation for the sprites. More notably, I added the Xbox button sprites instead of the weird icons I made previously. I have many modeled and rendered button icons for Xbox, Playstation, and Switch controllers made. I haven’t gotten around to testing Playstation controllers, but the sad thing about the Switch controllers is that it doesn’t work for Godot projects on PC. I tried looking online for these issues. Some have said it's a Windows 10-11 issue, and some have noted that it's Godot versions (I’m using version 3.5.2 since most of my code uses that system instead of 4.0+ changes). But as of now, it’s currently not looking bright for Switch Controller users atm unless you’re using virtual controllers for your PC games. Here are the renders I made for each controller, just from my high hopes that everyone can play with no issues. Hopefully, Playstation controllers can work before I start crying on the floor about how these won’t get used.

controller_buttons.png

On a lighter note, I wanted to introduce @JR-man_ to the team (I implore you check out his Twitter, the guy's insanely talented)! He’s going to be another concept artist for the game! We’ll be looking for more people to help with the game eventually since college classes will be starting soon for me, and I’ll be unable to make bigger devlogs than what I usually do with the small team we have now.

And an even BIGGER LIGHTER NOTE, WE HIT OVER 1K FOLLOWERS ON THE GAME!!!

1k_followers.png

I'm so unbelievable surprised and happy that the game is getting this much attention with so many people wanting more about the game. I do see your comments and it does motivate me to do more than what you guys think. It also makes me a little worried about disappointing you guys with very short devlogs since many of you want more than what we can really do. Still though, we'll try our best and give you guys as much as we can offer in future devlogs!

Thank you again so much from me, Chip, Ayli, and newcomer, JR-man.


I don’t have many ideas for next month’s progress. I’m very stressed as is with a lot on my back finding jobs, Ruin on the way, and the remade collab part I have to do. I will confirm these things happening for next month:

  • I WILL GET LOLBIT MODELED, TEXTURED, AND RIGGED

  • Attacks will provide the player to hit buttons to make stronger attacks

See you again for another devlog next month!



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