Game
FNaF World XL
8 years ago

Test Build 1.1 Release + Update!


First and foremost, the Test Build is now in 1.1!

Here’s what’s changed:

Overall
-Removed Loading Screens (temporarily, they’ll be back later on)

-New handling of music between frames

Title Screen
-Added new “Load Game” screen (will come into effect in later builds)

Party Screen
-Added Preview Screens for party member and skills

-Can now select up to 8 members (currently limited to the original 8), game
will remember your choice

Overworld
-Increased size of prototype Overworld

-Added Token counter (playing FF ERM will earn them, but they can’t be used yet)

-Added another interactable character

-Removed an unnecessary easter egg

-Tweaked the dialog boxes

Foxy Fighters ERM

-New powerup: Cupcake (Provides health upon contact)

-Adjusted White Rabbit’s attack rate

-E.B. now drops Cupcakes upon defeat

And now for the update part of this… update.
The battle system is still getting worked on, but so far the few tests I’ve done with it are working out. (It’ll probably act differently than the original, but it also
means I can play around with what I can eventually throw on-screen.)
I still have to model, port, rig, animate frame-by-frame and code in the majority of the base attacks, so this feature has been postponed for the next update for sure.

That’s about it for now. I hope you enjoy the update!



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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!

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

New look, new direction.

Motivation has returned in a substantial enough way.

First signs of danger.

Yeah, we're doing this.

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

The more things change, the more they stay the same.

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