I get the confusion, her cinematic is her forcing a door open -- although the cinematic is the same even when both of your doors are open. In previous builds it was fine to let Ari open the door and have Maddie waste her time there since the door didn't drain facility power when it was open.I thought the left door was how Misty got in, not from plush abuse.
In the previous version the girls all had 'special abilities' that would trigger at random. The cat (I can't remember their names anymore) would cause a massive distraction and you'd have to find a button in time or lose a ton of sanity. The rabbit would set a bomb you can to defuse or lose sanity. The tiger would take your plush and move it to a random spot and you'd have to find it again on camera. The latter was super buggy and would often cause the controls to stop responding, but they at least gave you more to do than just hit the door buttons and squeeze the plushy. There were also different desk cosmetics you could buy as well as one use power-ups, and collectible models. It felt like a much more interesting game despite the bugs. The final UE5 version is super barebones; more polished perhaps but barely more complex than FNAF1 and a lot easier.The core gameplay loop is fine if trying to imitate and enhance FNAF, but one issue is the lack of reason to make scenes happen. I never tried the UE4 build but it seems to have been more interactive outside of the main gameplay loop, considering the scenes that made it into the UE5 build by gallery. The story presumably would enable safely meeting the pursuer girls.
Wow, that all seems interesting! Maybe if I had the old build to test out I can use it for feedback alongside what other ideas I've seen or thought to suggest.In the previous version the girls all had 'special abilities' that would trigger at random. The cat (I can't remember their names anymore) would cause a massive distraction and you'd have to find a button in time or lose a ton of sanity. The rabbit would set a bomb you can to defuse or lose sanity. The tiger would take your plush and move it to a random spot and you'd have to find it again on camera. The latter was super buggy and would often cause the controls to stop responding, but they at least gave you more to do than just hit the door buttons and squeeze the plushy. There were also different desk cosmetics you could buy as well as one use power-ups, and collectible models. It felt like a much more interesting game despite the bugs. The final UE5 version is super barebones; more polished perhaps but barely more complex than FNAF1 and a lot easier.
You may want to reconsider that unity switch.I want this game out as much as everyone and have been assisting Monsterbox on getting all assets done. But there's nothing Monsterbox or I can do to influence the programming end's speed or cooperation. Believe me, I have stated my frustration at the progress and setbacks but there is nothing we can do other than be directly involved at once with the engine switch.
I was the one to suggest re-framing the Unreal build into a prequel, and helped make assets for it while helping on the Unity build. And with the switch to Unity, I can lend a hand in tweaking and adding whatever is necessary asset-wise.
And along with helping on the main game and making its VN spinoff, I'm also doing a third chapter of another unrelated game for Steam. I can hence only stretch myself so thin for everything.
Please be patient, I wouldn't have put this much work for this long helping Monsterbox if there had been any sign of ill will.
TL;DR: The switch to Unity might be valid and I'll support it if the game is better done for it. Anyone who cares about maximal 3D design will feel sour about not using Unreal Engine 5 but games are more than just render environment and animation handling.You may want to reconsider that unity switch.
I don't reckon it's a smart idea to go with Unity regardless. They out there announcing they'll start charging for installs of a game now. And they did so with only a few months of notice too. It's also retroactively applicable to games made prior to this new pricing structure change. Not really a good look to use Unity if they're willing to change this kind of thing with minimal notice. It'll only get worse too if there ain't pushback.TL;DR: The switch to Unity might be valid and I'll support it if the game is better done for it.
Well, I'm being tolerant and forgiving. Yes, I don't really like changing to Unity but it has perks.I don't reckon it's a smart idea to go with Unity regardless. They out there announcing they'll start charging for installs of a game now. And they did so with only a few months of notice too. It's also retroactively applicable to games made prior to this new pricing structure change. Not really a good look to use Unity if they're willing to change this kind of thing with minimal notice. It'll only get worse too if there ain't pushback.
Well, I was looking at it more from a business standpoint anyways. Unity has decided to change the terms of how much it costs to develop on Unity. A change that is being announced with little time to even adjust, and it also affects games made prior to the pricing change. Charging based on install means being charged potentially multiple times for one customer. Given that possibility, and how Unity has decidedly changed their prior agreements and even clarified that installs made by a single customer on two different platforms, say once on PC and once on Steam Deck, do indeed count as multiple different installs in their calculations, Unity is definitely not a good idea to partner with. They are willing to change how they charge developers on short notice, and are willing to charge a developer multiple times for a single purchase. That's not a good policy to agree to for developers. They're getting shafted here. And Unity could easily make the situation worse later down the line if they aren't feeling they're getting enough money out of this.snip
Oh no, I thought you were talking about the IN HEAT devs charging for the ability to download the game. I didn't hear about the Unity engine use terms being changed. I'm not recommending Unity anymore.Well, I was looking at it more from a business standpoint anyways. Unity has decided to change the terms of how much it costs to develop on Unity. A change that is being announced with little time to even adjust, and it also affects games made prior to the pricing change. Charging based on install means being charged potentially multiple times for one customer. Given that possibility, and how Unity has decidedly changed their prior agreements and even clarified that installs made by a single customer on two different platforms, say once on PC and once on Steam Deck, do indeed count as multiple different installs in their calculations, Unity is definitely not a good idea to partner with. They are willing to change how they charge developers on short notice, and are willing to charge a developer multiple times for a single purchase. That's not a good policy to agree to for developers. They're getting shafted here. And Unity could easily make the situation worse later down the line if they aren't feeling they're getting enough money out of this.
Also given the pricing structure a valid demo copy, even an old build, would still count towards an install and therefore count towards potentially charging a developer. This discourages developers from even doing demos in the first place. Why put out a demo when said demo could cost you money? The changes Unity has announced is going to create serious monetary concerns when using Unity, and given the short notice and retroactive nature of this change the future may make your past use of the engine detrimental to you as Unity decides to once again change the terms of the pricing structure. No matter what, these changes flat out state that Unity is absolutely willing to change how they deal business with little warning and no respect for prior agreements.
As it turns out, questionably legal extortion of thousands if not millions of dollars from big corporations, who have legions of lawyers, is not a good business strategy.they've already walked back on charging for multiple installs, and will probably pretend the whole thing was a big misunderstanding by this time next week
with those heads on the executive board i don't believe that. back to pirated unity games they will count that to the install threshold too as they said (even tho they don't have the means to track if it's legal or not, or the means if you installed it (which they could do if they put trackers in there and that goes against several laws already))they've already walked back on charging for multiple installs, and will probably pretend the whole thing was a big misunderstanding by this time next week
It works pretty fine to me, and also I managed to finally pass the First Night up to the Third, where other Versions I couldn't understand the game at all.Is the link not updated? I downloaded the game from 2/4 of the links and it gave me a different version of the game (doesn't match with the pictures) and there's no tutorial. How am I supposed to play? Played first night and there's an unavoidable cutscene and I just died from a white girl. Pls help