Progress Update #11


Hello, and welcome to the 11th progress update of Baldi's Fun New School Ultimate! In this one, I'll be sharing more information regarding progress that I have made on the improved Floor Builder for the upcoming Beta 1 update, along with the mention of something else that I've implemented into BFNSU. I hope you'll enjoy hearing what I have to say, and now it's progress update time!

Furnishing Expectations... The Furniture Category!

To start this progress update off, I'll begin by bringing up the furniture category, which has gotten some improvements to what that category was like in the alpha versions of the Floor Builder.

The biggest improvement being that for most placeable pieces of furniture, you can change it's base texture, either to a texture included by default with BFNSU or with a custom texture as stated in the last progress update.


Speaking of textures...

In Search Of... Textures!

Something that I've recently added to the texture catalog is a search feature that lets you easily find a specific texture (or textures) by searching for them by name. The search will then bring up any textures that contain the name (or part of the name) that you entered, and clearing a previous search is also easy to do. It should save a lot of time when trying to look for specific textures, especially if you have a lot of custom ones loaded.


Now, onto another Floor Builder category!

Get Triggered... The Triggers Category!

Another category I've added to the Floor Builder is the triggers category. In this category, you'll be able to place triggers for rooms such as playgrounds and classrooms, as well as one called an Occlusion Trigger (OT).  The way OTs are planned to work is that depending on the max render distance that you set for an OT, any chunks farther than that distance will become hidden from the player's view while they're in that OT. As soon as they leave it, every chunk is shown once again.

OTs are mainly intended to be placed in large floors, and placing them in the right location should help with improving performance while navigating through sections of those larger floors, because they can be set up to only show chunks the player can currently see while in that OT's area, and hide any chunks beyond that.

The black square shown below represents the area of a trigger. And through the trigger setup window, the length, height, and width of the trigger can be changed to accommodate a wide range of situations between small rooms, large rooms, and also hallways, depending on where you want to place triggers in your custom floor.


And (almost) finally, some more development footage!

It's A Test... Another Dev. Footage Video Released!

Yesterday, I released another development footage video on the BFNS Series Central YT channel. In this one, a look at a multi-chunk height floor and character navigation is shown. You can see test characters navigating on each level (with a total of 3) in the schoolhouse.

An improvement that has been made to character navigation to make this possible is the ability for characters to only wander to selected points that are at the same height as that character, meaning they'll ignore wander points that are higher or lower than that's character's current height.

This should also make it possible for characters to switch the wander points they select and target if their height were to change, such as through being teleported from one level in a floor to another that is higher or lower than the height of the level they were at previously.

Oh, and there's one more thing I should note. While I had planned to implement a "specific movement type" to the Floor Builder in the past, those plans have since changed. Instead of that, there is now planned to be a collapsible "offset window" that will let you set the offset of an object that you want to place at your current position, which will do the same thing that the "specific movement type" was going to let you do when wanting to place an object at the exact location you want it to be at in the Floor Builder, although with some minor differences, such as the addition of sliders and input fields for changing offset values.


Well, I hope you enjoyed this progress update, and thanks to everyone who has contributed, given suggestions, and has helped me out with the development of Baldi's Fun New School Ultimate. See you in the next one, which I'll be posting sometime in July 2024!

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Comments

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(+1)

I have a question and an interesting idea:

IDEA:

It would be nice if you could make a "custom character", that you could put one of the It's to the test, that there were options with functions, and that you could upload an image or a GIF to put your own characters. This would make the fangame extremely good.

DOUBT:

What are the new events? I still can't download the game so I can't see what they are.

Well, its a month ago but still, custom characters probably would been made firstly as simple lua code window, cuz it would be hard to make customized behaviour system, even if he makes it :P

HEY REMEMBER ME DREW!!!!!!!!!!!!!!!!

What if you added... drumroll please! TEXTURE PACKS!

ya don’t really need that because custom textures are included

(1 edit)

He probably meant TP thats like most mods for bb+ mod api, but custom (like ur own bsoda, zesty, baldi and etc.)

Offsets! Yes!

Show post...

WHAT THE [] ??? WHAT THE [] ??? NO WAIT … NO WAIT ?? WHAT THE [] ??? WHAT THE [] ??

release date?

Yaya

(+2)

That's good!