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leave the demon to his demons
#old man consequences#fnaf#five nights at freddy's#fnaf world#fnaf ocn#ultimate custom night#digital art#fnaf fan art#my fnaf#my art#omc
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Open Custom Night Devlog #2: Mini Custom Night
So there’s been some notable downsizing, as you can see below:
So what’s that all about huh? And what’s with the “mini” custom night? Well I’m glad you asked. If you didn’t then fuck you I’m gonna say it anyways in the rest of this blog if you’re interested.
Proper Loading Added
Temporary loading screen visualized above
Due to the nature of how Ultimate Custom Night worked, everything relating to the gameplay was loaded at once on a single frame. This is why when you press go there’s such a significant amount of time you need to wait to start playing even if you have one or no animatronics enabled. Because of this, I needed to remove animatronics from the main scene and into their own scenes. It might make you wonder how this works since some animatronics rely on being in specific places in the office or in cameras.
MAKING INDEPENDENT CHARACTER SCENES
So the thing is that when I create a new character scene, I add an image of either the office or camera they’re supposed to be on and use that as a reference. Freddy for example has an animation with him going down the hall. I get his sprites and make an animated sprite object that contains them. I just put them in the default animation and make it run at 0FPS so it doesn’t move. I then use an animation player object to keyframe the sprites for ANOTHER animation.
And so since this animation is 1FPS and has a speed scale of zero (it doesn’t move on it’s own), I get Freddy’s current progress value, floor it after dividing it by 100 and take that number to tell Freddy what frame of his animation he should go to.
func updateChar(): var animPhase = floor(progress/100) animation.seek(animPhase) if progress >= 400 && Global.ldoor == true: Audio.blockedDoor() progress = 0 animation.seek(0) laughChance()
AI IMPROVEMENTS
AI has also been notably improved and optimized. It’s not perfect and not every character I implemented has them yet but it’s a work in progress. There isn’t a TON to say here but it is something that’s actively being worked on alongside everything else.
WHAT IS MINI CUSTOM NIGHT
Alright so I’m finally going to explain what “Mini Custom Night” is. UCN is a big game. Well, big relative to FNaF and Clickteam standards. 50 characters is a lot. That’s the problem. 50 characters. UCN was so held up on bringing in everyone that it never stopped to consider if they should bring in everyone. There’s a lot of just garbage in UCN alongside just clones. I’ve decided to not add everything from UCN and rather hone my focus to adding in characters that I think will help people grasp the engine. Basically, if it’s a fully original mechanic, it’ll be added. If it’s some offshoot or mechanic that’s low effort, it won’t be there.
That being said, this means that OCN, which I’ll now be calling MCN won’t be getting a release for just a bit longer. Due to me not adding everything from UCN in, the idea I had of releasing characters in waves won’t really work out. The characters I’ve decided to keep are,
The Puppet
Golden Freddy
Phantom Mangle
Phantom Freddy
Fredbear
Pigpatch
Scrap Baby
Lefty
All of these guys combined make a roster of 18! Actually, I’m not including Toy Freddy. Fuck that guy. The roster consists of 17. Buuut to make it an even number I’ll add in Withered Bonnie for the culture.
IN CONCLUSION
Progress is going steady and it should be done in the coming weeks. There’s a lot of things that are brand new that I can’t wait to add to the game. Things that’ll work as a sort of prototype/test to my own game that I’ll be developing after this that I’m in the planning phase of currently!
Thanks for reading the post, if you wanna help me eat and or get help from other people to work on the game, consider donating to my ko-fi!
I’ll catch you guys later.
- Nemi
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