Day 7


After taking a few day's to break, and leaving some time for a couple of people to play through the game, i responded to their feedback.

The two pieces of feedback I got were there should be a pause screen, and texture settings for players on weaker hardware.

I decided against adding a pause screen, as in a game of suspense it could add a safety net i didn't want. I did consider having a quit conformation screen, so the escape button doesn't take you directly to the menu, but I decided against this too. While it is really harsh for a player to lose all progress on that night immediately by pressing escape, the nights are very short anyway and this would be distracting and get you killed(Sending you back to the menu anyway)

I migrated the texture settings menu from Robo-ert to this game and added it to the main menu.

I did get recommended to hire somebody cheap online to design better models for the mascots, which made me come to a realisation. This game is only meant to be a technical prototype, I have said that a lot. But most of the last few days have been centered around visuals and aesthetics, not technical elements. Because the technical elements are done, in my eyes this project is complete.

A few final touches that took no effort to add, but help quite a lot:

-Changed the posters in the office to be more varied

-Added my itch.io icon to the game, and considering leaving it somewhere in all my games from here on.

-Changed the models of Lia and Cub to the X-bot from mixamo (The rest are the Y-bot model) to add more variation

-Finally remixed the camera sound to actually fit the movement of the cameras.

-Added music to the main menu

-Made all cameras controlled by 1 object to sync movement and audio

-Made the lighting on the stage nicer


The only other thing i would like to add is a tutorial in the form of a voice-over, but I want to be done with this project and move on to the next. So i will cover a tutorial through the Itch.io main page.

Get Five nights At ProtoType

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