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Sector B: Vengeance

  • 7 Devlogs
  • 25 Total hours

This might not go anywhere so if this description gets updated its likely gonna be finished.

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3h 15m 9s logged

Devlog #7


New Features:
In Video Tab

  • Fov Slider
  • Brightness Slider

    In Graphics Tab
  • Fog Toggle
  • Glow Toggle (makes everything slightly brighter)
  • Ambient Occlusion (adds shadows to corners for depth)
  • Anisotropic Filtering

    MISC
  • Turned physics interpolation on

    All settings are now saved to a config file which automatically creates and copies itself over from res:// with default settings if it doesnt exist. Settings are only saved when pressing the save button, now I dont need to keep changing settings everytime it runs for testing. (everything works currently, but there will be a video when every setting is done)
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4h 42m 54s logged

New Devlog Style :D

New features:

Pause Menu

  • Resume Button
  • Options Button (basically settings)
  • Main Menu Button (temporary quit)

    Options Menu
  • Graphics Tab (empty)
  • Video Tab
    • Fullscreen Toggle
    • V-Sync Toggle
    • Custom Resolution Dropdown
    • Max Framerate input

      QOL
  • Everything except the gui is paused while one is active
  • Pressing escape pauses the game and also unpauses, as well as going back to the pause menu if inside the options menu.

    The options menu is designed as its own unique scene so it can be accessed from the main menu as well when that gets added, all of the options will be saved to a config file later but for now they are just predefined variables.
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Open comments for this post

2h 21m 31s logged

If the animatronic doesnt move for 3 seconds its considered “stuck” and switches to roam (fixes them getting stuck on doorways), changed their collisions to ignore each other so they dont push each other. Doors start open and dont need 2 clicks to open the first time. Prepared the speed values and events for each night. Got rid of the ugly super strong lights from each animtronic. Added ambient lighting so the player isnt entirely reliant on the flashlight.

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3h 38m 21s logged

The animatronics get stuck on edges like doorways and tables less, added a stage for the animatronics to start on. Fixed a bug where you had to be standing exactly in the direction the animatronic was facing for it to chase. Added Freddy and Foxy with different mechanics. Freddy has a 15% chance to pathfind to the office (all of the others can but the chance is low at 1%), but gets stuck if the doors are closed. Foxy is as fast as the player (12 instead of 10). Debugging feature: can now switch between the 3 animatronics cameras by pressing 1, 2, or 3. Added a camera shake when the doors are closed.

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5h 50m 22s logged

Finally finished the first animatronic (functionally).
It has basic pathfinding around the whole map, its speed is 10 when chasing and 3 when roaming (players speed while sprinting is 15). There are 2 modes: chasing and roaming, while chasing it locks onto the player and won’t stop until the player is out of sight for 5 seconds, while roaming it will move to random points in the map. It only chases when the player is in the cameras view and the exact center where the raycast detects it, the walls block the raycast so it can’t see through walls. Added some basic blue table and red arcade machine placeholders for future objects.

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1h 23m 8s logged

Hackatime decided to be funny and log the first 2 hours under my root directory instead of the project folder so its more like 3h 23m

Added columns to hide the gaps between walls at corners, the player now has view bobbing to make walking and sprinting more natural. Sprinting now only affects forwards speed, not strafing or backwards anymore. F now toggles the flashlight on and off, added left and right doors that can be opened and closed by pressing the buttons beside them. Also added a raycast to interact with things, like the buttons.

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