Yes, I am working on a few in my spare time. I will likely include them next update.
HodgePodgeDL
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Going 3d for your first few projects is fine if you keep the scope very limited. If memory serves the FNAF guy picked up fusion and did a very simple game to showcase his janky models before someone suggested he try to do a horror game.
If you don't have a programming background its best you stick with visual scripting and keep your game designs very simple as you get the workflow down. Good projects getting started early with 3d are visual novel games that follow a point a to b with some player choices sprinkled in.
I use 3 different diaper meshes. The one seen in most renders and games is a heavy modified cushy+ https://puddlegum.gumroad.com the puddlegums models are the best ones you can buy at the moments.
I would advice against going full 3D for your first major game project. Personally, I would start with a simple 2d or text based project that doesn't require a heavy artistic workload and treat it strictly as a learning experience.
You should also never get in the habit of comparing yourself to others and do things strictly for the love of the craft and growing.
Good and proven game engines suited for beginners and hobbyist are godot, unity, game maker 2 and quest. Don't bother worrying about the current community reputation of the engines as they are simply tools at the end of the day and the first 3 engines have frameworks and 3rd party tools you can work with to finish your project.
Don't be afraid of following youtube and udemy tutorials carefully when you are figuring out the ropes and always put what you learn to use even if you find it boring and tedious at the time as it will pay off when inspiration hits.
Also, don't fall into the trap of worrying about how much or how little you are getting exposed online . People that obsess over that are generally make themselves miserable.
Save games will be coming back as I had it working in test versions of 2.2 and I know what needs to be done to make them available again.
I think a big problem is the game encourages you to rush through the 1st mansion while trying to avoid thorn and look at her walk backwards when she she spots you which gets old and that it takes no time at all for cultists to knock you out from full health.
Thorn is getting her numbers nerfed and she will back off herself when getting stared at for a few seconds. I do want to allow ways to either go over 100 percent or increase max hp
Hey, congrats on completing it and it hasn't even been 24 hours since the release.
I did go over your notes and found them agreeable. The hscene at the end is going to get more animation work and have multiple camera angles options other then the 360° default. The equipable candle is in that build and you need to open up your inventory (in a spot away from thorn) and combine it with the lighter. I think making the lighter just about useless other then candles interactions was a mistake. It and the lantern are getting buffed. The reason it didnt get hotkey was the original '1' hot key was going to be a different item that sadly had to get cut to honor the deadline. I will let you guess what item that was. As you discovered the second area while it looks good needs some further tweaking and player guidance.
Yeah I plan on keeping her difficult but she does have some rough corners that need to be shaved. The accident system currently allows cultists to mess and wet a 2nd time zthe tldr means there are 2 counters at around 3 to 4 minutes that are always counting down and can over lap like you experienced.
The aggro when she needs a change is a recent addition when I found her too easy and predictable and that issue is an easy enough fix for the next patch.
Yeah, she is getting nerfed across the board. I am slowing her down, making her hit less hard and making her completely ease off once you stare her down for a few seconds rather then forcing the player to ease off themselves while looking at her. I am keeping her difficult but she is considered over kill right now.
hey, actually been patching up those major issues since they were all due to recent changes were i missed a step. Objects in drawers now have the requirement they needed in order to extend out correctly. However some might still needs the fix.
Save system broke because it didn't know what areas were or were not loaded.
Thorn is suppose to act erratic on purpose when she needs a change but the ai can still be wonky since ai systems are always a constant struggle.
Stingers when spotted can have a cool down. Thorn has one since we want her to be able to surprise the player.
The Candle is a very recent addition and it's clipping box likely needs to extend since it's model is probably getting culled.
I need to add a pick up version of every item you can pick up for drop to be implemented. There is a storage bin at the end of the Thorn area where you get the camcorder and discard has been added as a work around for the time being.
I did play around with enemies locking you in place or taunting you while another stalks you but it easily got into overly frustrating territory so it's something best revisited at this time but it's a solid idea if done well