1. Night Spasm
  2. News

Night Spasm News

Plans For the Future and a Large Break on Night Spasm's Development

Hello gamers, Gideon Moes here, CEO of FanFaction and the creator of the small but growing Night Spasm franchise.

I've worked on this project with many people online, and the entire first-step experience went great when I first began writing the code, designing the graphics, and composing the music. Now that Night Spasm is released to the public (published on May 15th 2020), I've been able to see where the game is going. Not too much has been happening, but that's something anyone can expect to happen from the start. My small and temporary crew work hard every once in awhile to expand what the Night Spasm adventure has to offer.

FanFaction has only worked on Night Spasm the whole time, and now it's time to begin constructing our other plans. We have a lot of projects we want to begin, but it's difficult to decide which video game we want to make a reality first. As new FanFaction contributors come and go, keeping the work ethic at an optimal pace isn't something we can manage too well. Therefor, keeping our projects small is currently the safest option, but at the same time we feel the need to put ourselves to the test.

In other words, I want to create something much less traditional. Night Spasm certainly has it's unique style of gaming elements, but it heavily relies on the classic RPG formula. At this rate of development, it will take a long time to make Night Spasm the unique concept I want it to be. I've never had a set back in anything during it's development, and I plan on keeping the flow at bay. It takes time to create something the way you initially plan it to be, and Night Spasm is taking up too much time.

Don't fear, Night Spasm will not be discontinued, but rather in a state of neutrality. Whatever happens to it will happen to it, but of course I will address any issues that come. Eventually the project will continue, but for now it's time to branch out. Right now Night Spasm has about 40 hours worth of gameplay, not including any unreleased content.

In conclusion of these particular statements, Night Spasm will be set aside to make way for the upcoming project. But what exactly IS the next project?

An experiment with engines

Currently, the only engine we use is a very old application called RPG Maker VX Ace. VX Ace is a very simple engine which gets the job done perfectly for the type of game Night Spasm was made to be. It uses Ruby Script as it's code language, a very outdated and bizarre form of programming. Our next goal is to master the popular C++ code, the code acclaimed to be the best of them all; and what better way to use C++ than with Unreal Engine!

Unreal Engine is responsible for helping create popular 3D games like (you guessed it) Fortnite. It really is the future of gaming, and we want to get in on that... but in a weird way.

Perfecting something can't happen without a lot of mistakes, especially game development. In order to master Unreal Engine (specifically version 4), I want to create (without the help of the/a crew) an intentionally awful and comedic game. This game will be a compilation of Unreal Engine 4 experiments turned into a hilarious playable game, complimented with things I don't need to experiment with, like story and audio.

After the humorous game is released, development on an actual game will begin. A few years ago, I purchased a deal with Epic Games that will allow me to create some major games. For FanFaction's first four UE4 projects, we will receive full help from an Epic Games crew. This includes graphics design, programming, level design, and more. After mastering UE4 myself, my crew and the Epic Games crew will work together to create the games of our dreams.

Platform expansion and migration

With the new association with Epic Games incoming, our new projects will have to be on the Epic Store. This will require us to manage two stores at once, which we (or just I) can handle. We promise to give equal support to both sides so no customers feel cheated on. This includes prices, events, and announcements.

Additionally, this will give us a chance to put Night Spasm on the Epic Store. At the moment there isn't much of a purpose to do that, so it's likely to arrive on the platform late. After releasing our first UE4 project, releasing Night Spasm on Epic Store will increase the publicity. Chances are nobody will be exited for the platform expansion, but this information is just something to keep in mind.

More importantly, we want to add Night Spasm (and our other projects) to app stores!

Night Spasm mobile project

It would be nice to create a smartphone edition of Night Spasm. Converting a PC game into a mobile format isn't an easy task, but it is certainly do-able.

If a mobile edition of Night Spasm were to come along, it would likely be a cheaper alternative to the PC version. Smartphones are so much more different than a PC of course; this would require us to create a touchscreen UI, create an alternate update and announcement message system, and manage a server that will allow Night Spasm updates to easily implement themselves into every mobile edition upon public release.

As for the actual game's mobile internal functionality, we may need to add some features to the PC version in which we can convert into mobile functionalities. For example, adding "keyboard and mouse" functionality in which we can convert into a touchscreen system on the mobile edition. Other additions include:

-A built-in announcement system (rather than announcements via social media or Steam).
-A low performance options list (for older and slower devices) built into the title screen.
-A built in resolution option system.

Our goal is to have the PC and mobile editions built upon the same set of files. We will create a system that recognizes if the player is using a PC or a mobile device, allowing us to make changes to the PC edition and the mobile edition at the same time. This will also be the case for future console editions, which is another priority of ours.

We want to create these new editions as soon as we complete the UE4 projects. But before we let Night Spasm rest for awhile, we need to polish the currently available content.

A polishing update coming soon

We've been working hard to make Night Spasm free of errors. We have some little features and a lot of new items coming along soon in the next update. This update will make what already exists in Night Spasm perfect; from that point, we can start adding new features. If our audience grows, we'll be sure to add as many sense-able requests as possible.

We will take "the break" after the update. We'll only release new updates for bug fixing purposes and potential dialog revisions. Please feel free to contact us via Twitter (@master_moes) or through our Steam Community page (preferably through Twitter).

Final notes and projects

Besides video game development, we're going to work on our social media and create a FanFaction website. We recently completed writing our Code of Conduct, so we need a place for it (and other information) to live.

We will also rework our Steam store a little bit with new trailers and more Steam functions. Steam's UI is a little messy and complicated, so this may take some time.

Lastly, I'd like to announce that we will be offering video game development resource commission services. We're still deciding which ones to offer, so follow our social media and Steam Community to see the upcoming info.

Thank you for reading this announcement

For more information, follow our social media listed below and follow our Steam Community page. Thank you and have good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Email: [email protected]

Night Spasm Ver. 1.0.6.2 release

This update is mainly a setup for some other upcoming updates, including a major one. The reason the file size is much bigger is because this update includes some files made for the soon-to-come major update, along with some semi-major ones too. Additionally, we re-worked some graphical details we felt were lacking quality, such as the font in the Title Screen.

Ver 1.0.6.2

-Improved the stat menu. You can now see a character’s generic stats, battle stats, and advanced stats through the stat menu! The menu also includes comparability bars to show how strong a character could be at the moment if they had the right available equipment equipped!

-When preparing to exit the base, you can now remove all of your selected survivors. You can also now abandon the base exiting preparation.

-When upgrading the daily ckoin box, the daily amount increases by 25 instead of 100.

-Theodore, Vander, and Evana now have 30 CRI built into them.

-Removed all pluckable plants entirely.

-Removed all goats entirely.

-When opening any type of data book, an activation sound plays, and the text box turns blue.

-Made some major graphical changes to the Title Screen.

-Buffed the offensive stats and nerfed the defensive stats of many powerful weapons.

-Drinking a fountain refiller now gives every party member 500 HP instead of 20SP.

-Changed the item Octonos drop once defeated. This includes a new attack item, the octono eyeball.

-Fixed a graphical glitch that made purple moving fire turn red and shrink or grow in size.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

FanFaction Facebook page: https://www.facebook.com/FanFactionPage

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Night Spasm Ver. 1.0.6.1 release

After replaying the game fully for the second time, we recognized some messy and clunky parts of the game, such as small glitches and the absence of an "atmospheric touch" to grab players into. Therefor, we've made some minor bug fixes and some strange changes to the battle system that should have existed from the release of the game.

Ver. 1.0.6.1

-Made some extreme adjustments to most of the offense skills and items. With the addition of the “Battles Made Better” update, every skill and item with a randomized number of damage was too weak. Therefor, the effects of randomized damage are much stronger (for example, “1-6 atk” attacks are now “5-30 atk”). Because of the damage changes, the UC costs are much larger, but UC-increasing skills and items are much more effective (and equally as easy to receive).

-Made some of the weakening skills (like infliction-related skills) unblockable and uncounterable.

-The “daily resource chest” is now the “daily victory chest”. Rather than gaining materials each day, you get as many victory chests equal to your upgraded jhehm number. The beginning tutorial and Asmik explains these changes.

-Added a new secret collectible item. Here’s a hint: it involves the openworld and Night Spasm music!

-You can no longer save before fighting a surprise attack.

-Using tachytita no longer exits you out of the FAD.

-Reworked some cringy dialog.

-Fixed a glitch in a certain cutscene that made image files generate repeatedly, causing a lag spike and/or a game crash.

-Fixed a glitch that would cause the player to take heat damage at the Region A1 volcano even after leaving it.

-Fixed a glitch that made it impossible to climb up a certain type of stair sets.

-Fixed a glitch that caused moving fire to do damage multiple times.

-Fixed a glitch that made tachytita unusable if the last party member to use an item is knocked out.

-Fixed a glitch that caused a certain survivor to say the same things twice.

-Fixed a glitch that caused characters with equipment-modified EVA to block healing skills as if they were being attacked by an enemy.

-Fixed a glitch that forced the player to buy another item in order to stop shopping at a certain shop.

-Made it impossible for moving fire to move on bridges.

-Nerfed the Congo Snake Queen boss fight: Reduced the sudden 300 BD bonus down to 100, changed the sudden 425 HP heart bonus down to a 225 HP heart.

-Replaced the music for “openworld theme 9”. The old music will be used for a different purpose in the future.

-Added a 5th Night Spasm theme.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Email: [email protected]

Night Spasm Ver. 1.0.6.0 release | Knowledge is Power

Ver. 1.0.6.0 | Knowledge is Power

Understanding your enemy is stronger than any sword you may equip. If you know your opponent’s weakness, you have the upper hand. With a few upgrades for your FAD (and the introduction to a new friend), learn more about your common enemies in version 1.0.6.0 of Night Spasm, Knowledge is Power!

#1: Store your recent conflicts

-Look back at the enemies you have killed with the new Enemy Log! By pressing the “D” key, you can open up your Enemy Log. See their parameter stats, their species, and rank in Inevit’s army. Get to know what you are fighting before fighting it again! [NOTE: Enemies will only appear on the Enemy Log after encountering them in any version after Ver. 1.0.5.1)

#2: Understand the possible inflictions

-With the new Infliction Log, you can view inflictions your party was hit with! Learn the symbols of each infliction, view their effects, and plan out ways to defeat your enemies with every infliction in your toolbox!

#3: Ingene’s new service

-Not only is Ingene and his master smart, they are crafty fellows. If you go to your base’s Bonus Room, Ingene will appear, offering you “Bonus Room keys” in exchange for ckoins or prismaryns!

#4: Collect ckoins faster

-A new chest appeared in the Work Room! Just like the daily food and daily resource chest, every time the day resets you can open up the ckoin box to receive 100 ckoins. You can spend a jhehm to upgrade the ckoin box, adding 100 extra ckoins each harvest!

#5: Another ability statue?

-Just like Ingene, another ability statue has over taken a plant. For no cost at all, you can view the patch notes and learn more about newly added features!

#SMALLER NOTES:

-Added more data books for purchase.

-Added 4 more bonus rooms to The Base.

-Changed the battle transition.

-Made some arrangements in the Work Room and the DLC Domain.

-Changed the base bunker music that plays during the day.

-Created a new pathway to the top of the Region A1 volcano.

-Nerfed all types of octonos: The chance of stunning an enemy with the skill “cold tentacle ooz” is now 25% instead of 100%.

-Nerfed all tronders: The skill “tronder claw” only reduces HIT by 10 instead of 60.

-Stone octonos are now weak against “item break (pickaxe)” and “gem break (pickaxe)”. “Item break (pickaxe)” does 60 extra damage and “gem break (pickaxe)” instantly kills.

-Decreased the amount of Revenger enemies you encounter at the “purple-roofed base”.

-Raised the chance of escaping a Revenger enemy from 5% to 50% and 10% to 60%.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Email: [email protected]

Night Spasm Ver. 1.0.5.1 release

Due to a recently received review, some changes in the battle system had to be made. Complaints were received about the insane difficulty for new players, so some small but game-changing fixes were made!

-Added more data books for purchase.

-Commons enemies only use “gain power” skills when the total of every character’s level is equal to 20 or above.

-Reduced the chances enemies use “gain power” skills.

-Made some terrain changes at the Region A1 volcano.

-Fixed a glitch where the correct music would not play when entering an enemy base.

-Fixed a glitch involving the temperature mechanic in the volcano area at Region A1.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Email: [email protected]