Next up
Not really related to any projects, but I did some doodling/graphic making out of boredom. Here's a WIP, just in case if any final designs I end up using for something later:
Is there anything mechanics/gameplay wise I should potentially update the game or make an actual guide to explain? Anything unclear with instructions and experimenting doesn't work? Leave comments below to inform me about issues, I want game to be gud!
2.1.0 Rebalancing patch (mainly affects hard mode) Makes hard mode easier in some spots, and harder with main night level specifically introduced characters. Should be more fun to play.
Touched up the basement level camera graphics again, and I'm much happier with them now. Just bright and clear enough :) New vs old example (my favorite one out of all of them) :
Progress... Visual effects, some camera effect reworks, lighting tweaks, and Springlock Lucifus jumpscare implemented. New jumpscare sounds for Prototypes (basement), as well as Maskman and Metal Maskman.
Made a hybrid view scrolling camera scheme, but with the actual mouse cursor instead of a mouse controlled movement-based object for fun. Used some in-engine calculations for movement detection, and used the Power System Object extension for moving mouse.
Patch V1.0.4
One Night With Baldi is released!
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
Testing new graphics for main night level movement buttons, any suggestions or changes I should implement? (These new textures will not affect gameplay/hitboxes, they are purely visual.)











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