Game
FNaF World XL
5 years ago

Slight Change of Plan...


Hey.

So after a bit of thought on my end, the current version of the Rising Challenge update will be altered.

Looking at the current to-do list vs. when I'd like to get stuff released, it's getting off track. Prioritizing new characters, battles and features over the original content is both jumping the shark and throwing off the difficulty of the game by a higher margin. Until further notice, it'll be in the backburner.

That being said, I do have a new focus for the update: getting more of the Overworld assembled (in some capacity), making changes to battle mechanics (mostly to values behind the scenes so I can get stuff done/optimized quicker), and also adding in additional enemies and characters. (And by proxy, more skills to use in battle strategies.)

Oh, and I finally have DeeDee's fishing hole in development.

Still a bunch to be done, but I should hopefully have more proper news soon.

'Till next time!

P.S.

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First signs of danger.

How about we change things up?

While I chip away at the code for XL, I might as well show off the fruits of another thing I had tinkered with: modding custom music into Bionicle Heroes.

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

Figured it out.

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!

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

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.)

Still deciding if it's worth committing to a full rebuild, but I at least figured out a better way to handle the party swapping mechanic.