Game
FNaF World XL

2 hours ago

This whole "making a new battle frame" situation does give me an excuse to add some things I had been putting off for far too long.


If it wasn't apparent in the gif, the things added are particles for certain skills and the enemies flashing when damaged. It'll probably need more work, but it does make the gameplay feel a bit more lively.

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As a bonus update on progress, I'm just about done making sure that the skills for Classic Freddy, Bonnie, Chica and Foxy are working as intended. I'll need to figure out why Bite is misbehaving, give some extra utility to skills that could use it (Mic Toss and Hook, specifically) and then adjust damage values as needed.

There's still a lot to do, but it's at least it's something.



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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!

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.

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.

Figured it out.

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.)

First signs of danger.

How about we change things up?

Yeah, we're doing this.

I might be having too much fun with this process...

New project is having a fun, early outing.