Day 4
Day 4 was mostly just decoration. All the rooms, especially(Once I added them back) were very bare and boring to look at. All i had on hand from the imported packs were blood splatters and a few food debris like cans and plates. While these are great, they can only go for far and don't help much with the walls. I needed posters and drawings.
So through feeding stupid prompts into AI image generators, putting filters on pictures of me and my friends, and some old drawings, I had a good collection of posters and wall decor.
Even with this, the office felt bland and a lot safer than I wanted it to. Slanting the walls inwards made the room feel a lot more enclosed and trapped, along with new rough material and slightly changed lighting. The room feels a lot more 3d and layered, which is the visual noise I need. Over decorating rooms is helping overload the player with useless information to distract them from what's important.
With decoration mostly done, i moved on to win and lose conditions. While you could die via jumpscare, it would just instantly restart the level. So I made a transition level to go to once you die to let the player get frustrated on what they did wrong, before being sent back to the main menu. (Which is also fancy and new)
And if you win, a clock chimes and you move onto the next level. At the moment there are 5 levels. Not yet a reward or significance if you beat them all. Honestly, I think it will just crash if you get that far.
So tomorrow i need to add an ending, and do alot of balancing and final touches. I am very close to the finish line with this project and im feeling pretty proud of it. Barebones as it is. <3
Get Five nights At ProtoType
Five nights At ProtoType
Short prototype five nights game
Status | Prototype |
Author | Asteria's Light Games |
Genre | Survival |
Tags | 2D, Five Nights at Freddy's, Horror, Prototype, Unreal Engine |
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