At some point in development, the game's core mechanics were planned to revolve around "generator stress"; if you were using too many devices/using devices for too long, the generator stress would increase. If you stopped using devices, the stress would slowly decrease. And power would cut off if generator stress got too high; leaving you in the dark until stress was at 0. I scrapped this idea mainly because it would have made the game revolve way too much around waiting, and wanted gameplay to be more proactive. That's all for now, I still have a lot I could potentially talk about when it comes to the development of this game; since it took 4+ years to make.
Next up
April fool's! Game's now open source! As many files as could be archived from my old drive drawings, as well as exes for major versions! I had an alt Google Drive for most files that I still had, thought releasing them today would be funny XD!
The only caveat with me releasing the MFA publicly in a Google Drive folder, is that I would prefer that the MFA not be released by someone else elsewhere. Do whatever else I guess.
I decided to show something off I've been working on the past 2 weeks in a video... (have no clue if the project shown is going to be publicly released, but perhaps if I feel like it would be a good idea):
phantom foxy pixelart
41 minutes
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.)
psycho
C0M3 B@(K L00K @G@1N $0M3TH1NG CH@NG3D!
The teeth used by a poopy-eating bucket helmet... Terrifying. So this is what an HDR Kick Bucket Cross' teeth would look like...
2.0.1 Patch (due to me forgetting to change the achievement tied to the extras in the menu to the easy difficulty one) Also renamed the application file to The Horde: Revitalized instead of THR NEW.
















0 comments