Believe it or not, a huge amount of work went into the Easter* update; but a lot of it is work that you might not even notice. This is a bit of a summary of what’s gone into it, and how that will help with future development.
Previous versions of this game relied heavily on the original FNAF’s renders; the office and the area directly outside the doors was modeled from scratch by me, but everything else you see on the security monitor is pulled straight from the original game. For today’s release, a huge amount of effort went into modeling the entire restaurant and writing a new camera system from scratch; what you see and hear on the camera feed is what’s actually happening out there in the restaurant (even if it doesn’t always look like it, since our friendly animatronics like to stand still). It may not even look like much when you peek out the door since the restaurant is so dark, but the cameras are actually set to see in low-light situations. This opens the door for all sorts of spooky situations that were not previously possible!
Likewise, though, building the restaurant from scratch meant rewriting nearly all of my code from scratch. I am very much still learning, and one of the first things I always learn when I am researching something new is how everything I’ve done so far is wrong! In this case, a ton of features that were hard-coded into the game via a small number of scripts have been rewritten and broken up into a much larger number of individual pieces that I can take apart and put back together however I please. This means a lot of little features haven’t made it back in yet; you’ll probably notice bugs or missing events or sound effects. Those aren’t gone forever! I just ran out of time :X The good news is that this rewrite will make adding those things back in much easier, and will allow me to create new scary happenings of all sorts!
So what does this all mean for the future of VNAF? Well… if you managed to beat Easter* night, you might have a tiny bit of an idea ;)
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