Game
FNaF World XL
9 years ago

Some more updates and such


To quickly get everyone up to speed, progress on the game itself is probably gonna be a bit slow this month, since I’m currently modeling the remaining core roster (i.e. the Nightmares), as well as a bunch of other items, skills, and whatnot.

I might also plug some work into FNaP:R, but right now it’s just FNaF World stuff.

And while I’m here, here’s a quick look at some of the newer items that have been made (and might even apper in the first build in some capacity)!

5d0b7e2073631.png


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It's been a long time coming...

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!

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

Not quite the fix I've been talking about for the past few weeks, but it's at least progress.

Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.

First signs of danger.

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

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

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.)

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*