Devlogs
The Factory | Mysteries of the Factory | Version 1.4.12
After 2 years, I have updated the game to include various bug fixes, changes and optimisations!
Changelog | V 1.4.12
New
- Added NightThemeBDClean (bitrated version used in hidden area) for a new custom night song.
- Added new loading screen.
Changes
- Replaced hidden area music with more accurate in game versions.
- Removed Alden's secondary positions. Too convoluted.
- Optimised static positioned character scripts.
- Office light properly flickers on and off.
- Increased look lerp speed.
- ABS has been revamped to look better than a slightly bevelled cube.
- Static looks more like static. Perfect blend between black and white.
- Lowered quality of all textures, you aren't looking at them upclose.
- Tweaked the leaving the office animation.,
- Night 7 power drain has been changed to be more lenient.,
- Most animatronic pupils won't glow unless close to the office.,
- Game icon has been updated to be similar to the loading screen.
Bugs
- Used a camera per security camera, too much performance loss, made it into just one that is rendered manually.
- Fixed camera rotation issues, will rotate via pivots properly now.
- Controls didn't show when you clicked the button. Why? No idea, I remember setting it show but it did some weird bait and switch on me.
- Fixed environmental light bug, way too bright.
- Fixed issue with characters not being able to move backwards to try and randomise their movement.
- Separate point light used in the office light didn't turn off when the light is off.
- Door lever didn't show their lights correctly after modifying.
- Cameras would be seen rotating to their correcting starting rotation at the start of the level.
- Animatronic spotted sound will play when the door is closed.
- Animatronic will not just go back one space after being at the door.
- Fixed Sofi door bug, the wooden doors wouldn't reset to their original rotations.
- Could interact with door levers, light switches and the ABS, via mouse, when the cameras were up.