Game
FNaF World XL
9 months ago

VERY Important Poll: New Challenger Config


Hey.

So I'd like to quickly apologize for the radio silence the game has been having over the last month or so. Motivation to work on it has basically been down for the past month.

(Only so long you can work on an 8 year old mess of spaghetti code before you feel like you're fighting a losing uphill battle.)

But I'm fresh off of Evercon with a sorta functional spinoff demo (may drop this later if there's any interest in the skeleton of a kart racer) and an idea that might actually fix one of the glaring issues the game has been struggling with for way too long.

So the idea is this: I retire the Challenger Glitch concept entirely. It was fun while it lasted, but ultimately trying to keep the original encounter method of FNAF World really only works when it's all packed into a single frame. As time has shown, dragging the values across three frames doesn't quite work as intended.

Instead, I think it'll now go something like this:

After beating the enemies on screen, there is a chance that the fight will not end there. Instead, a challenger warning will appear and the challenger in question will jump into battle. After beating the surprise encounter, the player will get the rewards for both fights.

The poll here is to determine how difficult I should make this change.

Easy: Team's health will be restored to full and the turn order reset before the second fight begins.

Medium: The party members that are alive will have their health restored and the turn order will reset to the party's first alive spot.

Hard: The team will have no health replenishes, revives or turn resets before the challenger steps in.

Pain: I add an section in the options menu for players to choose what they'd prefer. Would require more development time to get working if this choice wins out.

That's about it for now. I appreciate the patience.

'Till next time!

  55 votes Voting finished



1 comment

Loading...

Next up

Still need to move it over to the proper drive once other important IRL events are over, but...

Huh, that's different.

Version 1.2.0 is here!

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*

I was considering doing a proper teaser for this, but honestly it might just be better to save the effort for when I work on the real Update 3.

In the mean time, enjoy this low quality preview.

Well I've had a VERY productive night.

Creative drive has returned for a bit.

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

That doesn't look safe...