this should work when you convert the text into blocks
var randomNum = rng(1, 1000)
if (randomNum == 1)
{
broadcast channel on message: hamster
}
this should work when you convert the text into blocks
var randomNum = rng(1, 1000)
if (randomNum == 1)
{
broadcast channel on message: hamster
}
I mean, heās like an easter egg. Doesnāt do anything.
Alright, Iāll add them to the game
Name: Lurker
Lurker stays inside the vents and only comes out when the vents are open. If a player is within a 2-tile radius of an open vent with Lurker inside, Lurker will jump are them and oof them.
Name: Puppet
Resides somewhere in the map (You choose). To prevent it from being hostile, you have to play a specific music disk. If you fail to play the music, it will give off a warning cue (notification) 6s before it jumpscares the player.
Name: Freezer
Is turned hostile by an active A.C, but is driven away by an active heater.
Name: Burnie
The exact opposite of Freezerās mechanics.
Name: Screecher
Every 8s, it will let out a screech that draws any nearby characters towards him. He is driven away by playing a global music box. However, playing the wrong track will cause him to start chasing you (heās fast, so good luck escaping from him) and let out a screech every 5s that blurs your screen.
For Lurker, I could make him like another vent character, but my game doesnāt have free roam.
For Puppet, I donāt want to DIRECTLY copy the name from FNaF 2 and UCN, and besides thereās 4 characters that are disk tracks already and I donāt think I need any more.
For Freezer, Iām already planning to make a similar character named Frostbite
Burnie would literally be like the exact same as scorch
I donāt understand, cuz it says global music box while also saying track?
(if you mean that tracks convert also to global music box, that isnāt the case, since you cant use both at once)
I THINK I can recreate his screech, but Iām not sure what would represent him screeching (I can make his drawing enemies closer mechanic) but the screen blurā¦
I feel like that would be unfair since on cams, using the flash beacon blinds your screen for 1.75 seconds
For the global music box, Iām saying that if you play the wrong music, then Screecher will attack.
The disks canāt be active at the same time as the global music box, since the disks only are audible in certain cams like cam 05 to calm certain characters while the global music box is well⦠global
Are we adding more or less than 50 total characters? (And yes, I know thereās technically 58 or 59 in UCN because of DeeDee and XOR bringing in new characters.)
You just summoned the 2nd best lore maker, Cvefy.
music selection buttons will be barrier colored and play sound effects and reset some timers.
Okay, if you are interested in easter-egg characters or lore, I have ideas there. Just tell me where everything takes place. Other wise, I can create characters. Hereās one
Shade
It waits on a certain camera. If you watch that camera for too long, it charges. Close the left door within the next 4-5 seconds.
As much as gimkit has (but some wont be added since thereās alot-)
I actually really like that idea. I just need to know what Gim could be the base design.
Music/systems are already colored, sound effects I donāt really know which sounds sound like close doors or etc.
(idk what reset timers mean.)
For doors use a Sentry with an evil eye blasting a Sentry with a pickaxe (that way only the evil eye makes a noise). Every time you open or close the door, respawn the pickaxe sentry. Also go into map senttings and make it so gadget refills are instant (I think it applies to Sentries too?) Make sure both Sentires are outside the map, but still very close to the office.
If you want to, put 2 pickaxe Sentries, one next to each door, for sound immersion.
Do you have any pics of the map so far as something to go off? We can also suggest improvements if so.
So far its a remodel of the regular UCN rooms and layout, its just gray so I can design rooms after the characters are done (for better themeing.)
Alright, thank you! (skibidi)
Is there a way for the players to leave the office? If they arenāt supposed to, use an invisible barrier outside each door and make all terrain tiles that players canāt reach floor instead of wall (so +2 memory per tile instead of +3).
Edit: Oh, ok. Also, like @MikeyJonn asked:
You already said youāre making the layout like normal UCN, but since weāre going to try and do more characters than UCN, unless map memory says otherwise, we could give you suggestions on more rooms to add.
Yes, at the end of the night, but I already did all of those.
Memory would be quite a problem, (and camera switching needs you to click 2 times because of game overlay and option,) so I shortened it to 8 cams, so the player doesnāt have much to keep switching.
(i decided to add all of this replyās info up in the topic.)
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