Game
Five Nights at Freddy's: World of Horror
2 years ago

World of Horror News [December 5th, 2022]


Wow, it's been a while, huh? I don't think I've worked on this thing since early November (at best), so it's about time I get back on track! Besides, I may as well finish what I started, it's already pretty well into development!


Progress?

I've sadly reached the point in development where I can't describe exactly what I'm working on due to spoilers, but just know that the core gameplay with all characters is nearly complete.


What's Left?

Well, as stated previously back in October, the Custom Night is still in the works. However, there are other features I need to implement. I'll add those once the core game itself is done, however. If development ceases entirely, I'd rather have the base game fully playable than partially broken with some bells and whistles.

With that said, I think I should talk about what might hold the game up for a while.


From Scratch to Turbowarp

Prior to November, I was using the Scratch Offline Editor to create World of Horror. This worked fine enough, but during November, I learned about the existence of the Turbowarp Offline Editor.

Prior to this, I assumed the only way to make a project with Turbowarp was to use the website. Regardless, I think the best way to show how this will affect development is to split it into pros and cons.

Pros

  • Turbowarp has lots of bells and whistles that Scratch simply does not. This can help me refine my project.

  • Turbowarp can run projects in 60 FPS, as opposed to Scratch's native 30 FPS. Not to say 30 FPS is bad, but it is quite nice to run with a faster frame rate.

  • Turbowarp allows for the removal of the limits Scratch imposed. I should be able to clean up the code quite a bit now that these limits are gone.

  • I no longer have to go to the Turbowarp website to compile the game, making releases just a bit faster.

  • This one is the biggest one, but with the use of Cloud Variables, I can finally create save data. Instead of creating a code system that you would need to copy and paste after every game session, you can just pick up from where you left off instantly.

That's all well and good, but what cons are there to Turbowarp? Well, none of these problems come from Turbowarp itself, but my own way of developing the game.

Cons

  • Given the project originally ran at 30 FPS and now runs at 60, I'll need to update all relevant parts of the code to handle this. Granted, this will mostly just affect the characters, but it will take a while.

  • With the other bells and whistles added, I'll also have to refine the game to take these into consideration. This will take time, but should be worthwhile.

That's pretty much all I can think of. While there are other aspects to work on, this is all the hop to Turbowarp has caused.


Roadmap

My plan for the rest of development at the moment is simple.

  1. Update all that currently exists in the game to be more refined and take Turbowarp into consideration.

  2. Implement the final remaining core game content.

  3. Add upon the core game before the full release.

I can't promise when the game will release, or if it'll even be this year (keep in mind if I set a hard limit of the end of 2022, that'd leave me about 26 days). With that said, I'll leave you with a teaser, as a reward for making it this far. I don't believe I've shared this before, but if I have, I'll share another teaser to make up for it.

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That's all for now! See ya in the next devlog!



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