#but I'm hoping i can at least completely finish and bug test day 3 by then
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Background edits (9/10)
Backgrounds (2/3) (lot of progress done! >:3)
New character sprites (2/2)
Special character sprite bundle thing (8/8) (YIPPEE)
Pixel character sprites (0/1)
CGs (9.5/17) (finished sketching one of them and started lineart)
Dialogue (55%)
Free time events (4/4) (100%)
Music (1/?)
I've been working a lot on the brand new backgrounds as of late (alongside finishing the sprite bundle which I'm very proud of) and I actually really like how one of them came out. I can't wait for you guys to see it, I think it's got a very nice atmosphere
I've also been trying to do more songs, trying to incorporate leitmotifs n all that, but none of them really satisfied me so they might rot in the drafts forever. I actually wanted to make them for a more tender, emotional section and for a more fun and playful one, but I remembered one of the songs Bree made for me that would be perfect for one of those scenarios, and I literally just found another song that's royalty free and can be used for commercial projects and I was thinking of straight up adding that. So yeag.
Man I really gotta amplify the OST, I barely got tracks for anything and they loop a lot. I already extended Heartbeat (the song that plays when you get chased by a boulder) so it's not so repetitive but I should do that for more songs
Finally I get to use this gif properly
Anyways! Like before, this progression chart post thing will be exclusively of day 3, the day before the trial, and that's where all my dev efforts will be directed towards. The full chapter 1 is more than half finished, now we just need the final home stretch and you'll finally be able to see this gay tragedy I've been cooking
Hope you guys will stick along for the ride :D
Background edits (there won't be any new backgrounds per se, but the old ones will get a lot of variations that will require more or less work, so imma keep track of that) (4/7)
Backgrounds (0/1) (edit: whoops I forgot there is a new background lol)
Tilesets (0/0)
New character sprites (0.5/1) (the number could easily go up, don't take the 1 for granted)
Special character sprite bundle thing (2/8)
Pixel character sprites (0/1)
CGs (0/17 at least) (idk the count might be off. These things tend to go way out of proportion)
Dialogue (0.5%)
Free time events (0/3) (0%)
Music (0/?)
#i really wanna add more leitmotifs n shit#but I don't know how to do it properly#i guess it's something you can only really do if you practise#also man did this update come in late lmao#i got busy with christmas stuff#as you can probably guess#but slowly but surely I'm getting back to the swing of things!#I don't know if I'll be able to drop it by 1.1's anniversary#especially since i still have to do the entirety of day 4#but I'm hoping i can at least completely finish and bug test day 3 by then#i think that'll be my personal goal for now#completely polish day 3 by early spring
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REGLITCHED Short Devlog: Late January 2024 (Happy Birthday, FNaF World!)
It's been a very LONG while since I last used this site (last time I used it was when I was working on an original game that got nowhere) but I should probably get back into it again so that there's more variety in the amount of people looking at my current project: "FNaF World REGLITCHED," which I've been working on for nearly a year now.
Just click here for the GameJolt Page or you can follow me here and I'll try to post the same day. They'll be reprised of the same information I use from GameJolt.
OH, and the music is done by Matson, which is also on the game's page for anyone that wants to take a listen to it!
Short Synopsis
Plans for development this year (such as the fighting abilities, models, shops, and hopefully bug testing for the demo)
What's currently been done:
ENTIRELY Reworked Customization Menu (allowing to be a little bit more understandable and accessible)
You can create up to 1000 save files AND 1000 presets for your teams and your games (long are the days of only 3 save files and 7 presets to choose from)
The game's current size is nearly just under the size FNaF World's size is (FNaF World is 330 MB, REGLITCHED currently is 320 MB).
Continue reading to get the full synopsis of the devlog!
Long Synopsis
I wanted to start off 2024 by revamping a lot of the scripting we've made for the game in terms of Saves, Presets, and UI. As a lot of people could see, the Old Customization menu is on it's death bed and many people would say it's trying to be too much of both, FNaF World AND UCN.
You can see the glaring problems of this old customization menu, examples being:
Old Renders
Confusing Controller Button Layouts with descriptions
Too much information crammed into the screen
An overall, just a complete mess of spaghetti code that shouldn't be that way
So this is the new customization menu, much more refined and allows characters you haven't collected yet to be on screen when you collect them. Plus, NO PAGES! It's all a scroll away (for controller users, the scroll will continue onto your focus so you have no worries about it. It also looks amazingly clean in 1080p!
Bumpers determines if you want to change your characters, chips, or bytes with each screen and is saved flawlessly.
As for triggers? When you select your character, you can look between their attacks and read the descriptions and their damage.
I think this change was necessary and the fact it works as beautifully as it does is amazing. So much so that it's inspired me to want to update and start working on the menu AND settings as well.
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I currently have plans for the development of the game moving forward, I'm not too sure if the fishing minigame will make it in during the progress but I'm hoping to get many of the hurdles that people will be wanting in the game to be fully accessable and, at the very least, playable and workable with both, keyboard+mouse and the controller. I'm trying to be as transparent as possible when thinking about the development for the game and how we'll be able to make it to the demo showcase. Here's what I'm thinking on each quarter:
2024 QUARTER 1- half of 2:
Fully reworking Main Menu and Pause Menu UI, A settings menu (filled with settings for windowed/fullscreen, sizes for those screens, and remapping controls [I hope to god it works]), the Store UI, and the dialogue scenes
This is so that many of the art during the time I'm working on this, could be finished and can be worked on later on for some of the attacks. ALSO this allows me to test controllers more often and rework some of the controller button images and make keyboard/mouse ones as well
2024 QUARTER 2 + 3 (if it gets worse, it'll probably be the rest of the year):
More Character Models, Fight Abilities/Short Minigames/Bosses, More Visual Stuff, etc.
I want to get more characters done and modeled for the game. Hopefully getting up to characters all the way up to the second row of the OG or half of the third row. This is so that we have a ton more to work with and more to animate with, I'm going to be finding more animators helping out with them if we're going to need them during that time but I believe thats for Chip and I to decide on how the progress for the game at that point will go along.
2024 QUARTER 4 (or if it gets to that point 2025 QUARTER 1-2):
Doing some cleaning work/finished up details and polishing for the demo version of the game.
This is the point where we're having everything finished up and ready to go for QA people to playtest the demo for and hope everything is up to standard (the highest of highs). I do want to make sure that people actually enjoy and give their feedback about the game we're giving to them and see if they'll enjoy the final product when we get around to it.
Of course this whole entire list of quarters is most likely going to change depending on how bad the progress becomes or if we're too late to meet these goals. I am hoping this time that we actually get the demo out at SUPER Late 2025 or early 2026, just so that we don't have expectations too high.
Hope for you all to follow the progress of the game as it continues!
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Dear Nellie, Aro and Jack I hope you're all doing well! I hope I'm not bothering you with my frequent asks, if so I apologise, I'm merely enthusiastic when it comes to your game :3 How is the beta testing going? Can we expect to see a release for it in the next future? Will we be able to see at least the beginning of each romantic route in the demo? So looking forward to interact with everyone but especially Malik .
Hi i5otta! It’s no bother at all - we’re happy that you’re excited about our game!
All our demo beta testers have submitted their reports (thank you so much!), and they had some really great feedback for us. We’ve finished adding their suggestions, but have run into few small bugs with the newest version of Ren’Py (the game engine that we’re using). The Ren’Py creator is helping us with the bugs, so we’re waiting a little longer for them to be fully fixed. Thanks again for your patience, and we hope all the issues will be resolved very soon!
As for what the demo will contain, it’s the entire common route plus the first day or two from each of the three main guys’ routes (Mikali, Sorcerer, and Malik). It should give a good idea of everyone’s personalities and how they interact with the MC. There are also lots of little variations and other things to unlock if you replay. The total script is around 50k words, which took most of our testers several hours to complete.
I’m interested to see what people think of Malik! He can be a troublesome guy, but I think he has an interesting relationship with the MC. Here are some Malik screenshots from the demo as a preview:
(what are you up to now, MC? 😈)
(Malik senses something fishy, even for a mermaid xD)
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