Development on "Baldi's Basics Map Pack" is Cancelled. Here's why:


Hey all. It's been a good 2 years since I've last made a devlog pertaining to Baldi's Basics Map Pack. And there's a lot I want to talk about.


First and foremost, I want to start out by saying I DO still have the Unity project for Baldi's Basics Map Pack, but I've no plans to make this open source anytime soon, or plan to release one final update for it either. Reason for this is that I feel the game is too similar to that of Baldi's Basics Plus, when I created the Floor One Demo, I had aimed to make it feel exactly like what we had for Baldi's Basics Plus (maybe around the V0.3.5 era). And I wanted to do this to get people to play it more, or make it feel like I was doing something to the actual game, but then I realized it was probably the worst approach I could've ever decided to go through with.

So, I was going to release 0.3 later in 2022, but I had stopped as the project once again, felt too cluttered as I hadn't restarted the entire thing. I had made concepts for a new menu in that update, it felt different enough from Baldi's Basics Plus, but still had the pixel perfect menus of course. Below are some screenshots of the concept, the way it would've worked is it would've played a jingle as the logo would've sorta pieced together, then the screen would fade out into the hallway shown below, and then the camera would go through the doorway and stop at Baldi's Desk. Where there's a Chalkboard. On the chalkboard would've been the menu buttons.

Below are the screens in order:


These are basically what the new menu WOULD'VE looked like, however I'm not really too happy with this considering it looks quite bland and boring. Today (or nowadays), I would've made this look really exciting and edutainmenty with a ton of colourful graphics.

This bland menu style is sorta carrying over to my newer game "Jim's Basical Tutor Class" which isn't what I want. I plan to perfect my menu style so that it's unique but also feels great to mess around with as well.


Now that the menu talk is out of the way though I'd like to talk about the potential field trips I would've added to the 0.3 update.

Right here is a list of the trips that would've been in the update, however I decided to do my own twists on the pre-existing ones. A while ago if you followed me back in 2022, you would've saw that I made draggable fires in the Camping trip. I was going to do a "Catch the logs" minigame where the sky would rain firewood and you'd have to catch as many as you could without the logs falling past the fires. Admittedly I didn't really have much original ideas at the time, but I figured this would be a bit more fun than math. In Map Pack, I was aiming for fun really.

You'll also see a construction site trip, here you would've built some things in the trip to get points. I never made field trips a thing in the main gameplay because I figured that they'd be rendered useless as every playthrough is the same (if you don't take into account character RNG).


That's all I have to say regarding the field trips. (I don't know if I'll include field trips in JBTC, but- if I do I'll be sure to make them super interesting...)


I do have a few more things to show, and that's the test maps and other things you guys never really got to experience in the game. So I'll show these off below.



This is a midi player test scene, I'm no longer using this Midi Player

This is a recreation of the Full Game Demo map, which would've been used for the Permanent Blindness challenge, however I never focused on adding the challenge in the game (even when I was working on the Floor One demo, so it went unused)

Below are a series of unused Error Screens I made for very specific errors. (alot of these are things I just couldn't add, but wish I could've added because some are just funny)




Below is more special stuff I was reserving for when the mod was finished.

This was meant to be an elevator entrance, the entire school was going to be a towering building and this was the lobby. You could mess around with some funny things here! (Or at least I was planning on adding those things!)


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A redone unfinished test map, I made this when I originally lost the other test map due to corruption.

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an unfinished challenge map of some sort

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My super challenge map, this would've had ALOT of notebooks, and I may honestly make this map for MTM101's Level editor.

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The unfinished new map I was going to use for the floor one demo.

And well- That's pretty much all I've got to show y'all! Thanks to those who enjoyed what map pack was. I really wanted to make this different from the get-go, at least make it feel like the fluid movement we got from BB+. Now- I did remake Map Pack in a 1.4.3 decompile, in this version I pre-added controller support so I wouldn't have to do it later, but I stopped working on it soon after. There was going to be a special story for this mod, that would've made it feel like an extension to Baldi, I wanted to try to get it to feel like the source material as best as possible. But in doing that I unintentionally made a carbon copy of Baldi's Basics Plus. Which in the future is what I want to avoid doing.

If I ever decide to revisit the idea of Baldi's Basics Map Pack (which isn't really likely) I'll make whatever ideas I had, but execute them better than ever.

For now though, I'm going to recycle any potential character ideas I had for this mod, and use them in Jim's Basical Tutor Class with better designs. As these will work differently in that game then they ever have in Map Pack. I've already written a documentation for how I want these characters to work, and all I have to do is execute them properly. When the first demo comes out of that game, I hope you'll enjoy what I've made. I want it to be the best it can be.


Thank you so much for playing whatever monstrosity I've created. I likely won't discard this project, but it'll be kept in a hefty archive!

(PS. Alot of the images I meant to add are missing, These should be added by the end of the day. Sorry!)

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