Explaination of the progress of the mod in the current state
First off...
THANK YOU FOR OVER 2K DOWNLOADS!!! I didn't even realize how many times this was downloaded. Apparently V1.8.5 was downloaded the most! I will say I am proud of this... But I'm not exactly proud with how the mod is... so far...
This is basically a sort of bootleg full game, and I wanna change that sometime :P
Info on Version 1.9
As you all know, 1.9 seems to be taking super long. The inability to access unity is the source of this but also procrastination (since I'm not really much of a game dev yet). But this isn't all that is hindering the progress of the game, I do have school still. But earlier this year when I didn't have school, I could push out updates when I really needed to, and while the 1.8.5 Demo is in a playable semi-bugfree state, it has a bunch of things missing that I originally planned to add but never got around to doing so. I've made more progress on remaking level 6 this is a bit of good news, However, that progress was made almost two whole months ago! Now that might disappoint you all by seeing that, and I am genuinely sorry. But I've been trying to make major progress and actually finish what I've started, and since I didn't complete level 6 entirely at once, I've still managed to make the rooms all at once. And for the 3rd challenge map, that's basically finished! As for custom challenge maps that I've planned, I think I'm basically halfway through finishing that specific map. These things are all map related pros and cons and that sort of thing, but lets get onto discussing what major issues I've bumped into...
Issue 1: Since the game has horrible collision, I've fixed that problem in a few levels. But the player in those few levels... Uses a prefab that is considerably new and modern, and the other levels all contain the player but the player isn't a prefab in those levels. I've bumped into a few issues with out-of-date game objects and how buggy they are (one instance is in level two where the cursor kept deactivating while the player was in the elevator screen so that when the play button popped up, they couldn't click it) So with interaction problems being a huge issue with gameplay I've noted a few issues with the game, in level 5 you cannot interact with game objects like doors after being teleported, this might be another player related issue, I'll be looking into ways on fixing this issue at it's core.
Issue 2: Character AI and how characters target destinations is completely wonky, this is proven if you follow a character like... Mrs. Pomp, sometimes, she will lock her position in a certain area for a good 5 minutes and then find a new destination to work with. Now this might not be a huge problem but it just makes game play not even efficient. A way of fixing this is to sequence all destinations to target so that they loop in a specific order. Think of the algorithm as (Dest1 --> Dest2 --> Dest3 --> Dest4 --> Dest1) assuming that destination 4 is your final destination. Currently the way that characters target destinations is completely unpredictable, this might be a good thing gameplay wise. I just want the destination targeting to be constant and always progressing / active.
There are many other issues but those are the main ones I've seen in my version of the game.
The old test room managed to corrupt too, so I have to recreate that. Or just make it a school :P
And performance in some levels is very poor since there is no occlusion culling,
Now that that is out of the way, here are some things I've done that improves things in the previous version (no you can't download 1.9's prototype version)
- Fixed the way that points calculate when putting a firewood log into the fire in the Camping field trip
- Getting the big points should now be twice as easy and they'll actually be BIG POINTS!
- The firewood should no longer completely restore the fire to the initial fire level if you put one stick in the fire while the fire is low
- Fixed the wonky cursor sprite completely flying away from the cursor pointer (which will not be visible in the actual 1.9 when it releases)
- Increased animation speed for a few characters
- Added The Test
- though while not visible in gameplay as of now, he will play a major part in the new challenge map
- Optimized a few filenames
- Fixed horrible physics
- Added a tiled mini-map
While these aren't major changes I find these changes quite efficient for now.
I plan to add actual maze generation for the farm though, since I am currently coding a maze generator to test in a base project. That means you can tell me about bugs with maze generation now! YAY!!!
While this isn't a completely detailed description of what is hindering development, It still is a description. Have a good rest of your night!
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Baldi's Basics Map Pack
A "map pack" for Baldi's Basics Classic, with tons of new things.
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