How RUIN works, and its biggest Glitch (Also Mythbusting)
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- Опубликовано: 26 сен 2024
- As I'm making some larger videos for the game, i just wanted to make a quick one going over some important information for anyone interested!
#spiff #fnaf #glitch
The live VOD of my first playthrough is unlisted right now because of the "zoom call incident" and will be available on my vods channel once corrections are made! EDITED video of my playthrough in the next day or so.
“zoom incident” hopefully will never again
Keep up the good work
What happened in there
The goo on chica might be old pizza cheese
please take a map take a map
Sadge 😥
10 years ago, there was a Minecraft adventure map called dimension jumper that used an XP bottle to jump between two dimensions. It worked exactly like this, teleporting you up and down on the Y-axis and it was so much fun.
That sounds like a pretty cool mechanic for a mc map, and you could prob do something similar to this to recreate the ruin dlc in mc, so that'd be cool to possibly see in the future.
No because I LOVED that map so much and finding out that's how ruin works iS SO COOL TO ME!
@@SuperDominicS theres a guy who has remade all the fnaf games and they work so i bet hes gonna use something like that for ruin
Good for a minecraft map, terrible and bad optimised mechanic for a AAA game
found the channel that makes the working fnaf maps his name is CuppaTeaExe
I'm a bit upset that it seems there's a whole story being missed here. Surely the Chica voice box was supposed to be linked to a hidden storyline where you end up undoing the damage Gregory did to the Pizzaplex, and the animatronics keep you safe by the end, or something idk. You return Chica's voice, you restore the balance between sun and moon, you even have that sweet moment with Roxy and there is a the Monty Golf arcade which could be used to get whatever Monty needs to be whole again, but there just isn't anything like that.
It would have been cool, maybe finishing up with you repairing the Glamrock Bonnie you find in the hidden room, or at least have an Easter Egg where instead of Chica you give the voice box to Bonnie and he says some deep lore
I agree. It felt like they started with some good ideas, but never saw them through to completion either because of time, budget, or just their game-making skills. Which give the main game, is starting to look like a pattern with Steel Wool.
@@Here_is_Waldo I doubt this wish will come true but I hope the Studio can still continue polishing the game with the already provided content, in which one day we'll get a director's cut.
@@dodiezero Sadly, that does seem unlikely. It's a shame they didn't just make this a paid DLC and spent some more time on making it, but perhaps the next game will fill in the blanks.
@@Here_is_WaldoI mean they did good with VR
To be whole again, Monty would need like 90% of Monty. Bonnie looks more fixable than Monty besides being inactive.
Lore wise, the mask teleporting you to an alternate dimension makes more sense than giving you the ability to phase through walls.
It's pushing but I'd say they're probably fake walls using a bunch of those illusion disks like the underground Pizzeria in the twisted ones did, and using the mask pretty much lets you see through the illusion
@@aikesscs That is what they were going for yes, but because you can't walk through them they can't be illusions.
@@Thundawich I mean, If the game allowed you to walk through them in the "real world" it'd beat the point plus people don't naturally walk into solid walls, at least with the mask on it looks like it isn't there so it'd be easier to process
@@aikesscs But you have to factor gameplay into the lore of the game too.
@@Thundawichnot to mention the AR allows you to cross gaps where there’s literally nothing but empty air, and there are clearly locations in AR that just don’t exist in the real world.
Either Cassie is universe jumping, or the mask is not just brainwashing her, but also giving her superhuman abilities to jump the gaps on the catwalks.
In a way, I'm impressed that they have two maps loaded at the same time with minimal lag or bugs is impressive given the state of the original game.
200% agreed. For the original it was tricky to pull off just one big room and now we have two whole maps simultaneously
minimal lag? are you joking that shit drops FPS like crazy, i think you meant minimal lag compared to the base game
@@Blonder_Studionah the game doesn't lag much, except if you have a potato PC with max settings, even on above average graphics on a shitty laptop I can run it
@@Blonder_Studio As someone who's 100% it, there were more loading screens than actual frame drops. And even those were extremely rare, I got one in chapter 3, and the rest were during the intended screens after getting a game over or loading your save.
Same, I haven't seen a trick like that since Titanfall 2's time travel level.
props to spiff for deciding to make a video (albeit short) the same day as his playtrhough.
i'm impressed as well, i made a 50-second edit it 4-5 hours so this is impressive
Ey, short or not, it's still Spiff content
@@ItsDaNewGuy true
Speaking of, what happened to that playthrough? Because I remember seeing the stream, but got busy and wanted to save it for later
...but I couldn't find it when I got back?
@@damienearl8302 it's on his vods channel
The DLC is pretty polished, which I’m impressed with. The main issue I have with it is how linear it is, but the atmosphere makes it work
Honestly I like the linear part of it, i don't mind playing some games in a straight line
@@AstralSpiff that’s fair, my introduction to gaming was a pretty linear game (COD: BO2 campaign) and it was fun. I guess it’s all really just a matter of how well it’s pulled off
Just wanna say
Steel Wool learned from their mistakes of publishing something unpolished like SB 👍
Proud of 'em
Compared to SB's extremely open world with lots of bugs and little story to fill it, this linear but tight experience is preferable.
nah a lot of security breach’s issue comes from its open world, so i like ruins more linear and tight gameplay a lot more
It actually blows my mind how different Ruin feels from SB. I think most people were just expecting more of SB but with a different coat of paint. But if you dropped ruin in front of me with no context and told me it was completely stand alone from SB, I'd probably believe you. Aside from a few specifically noticeable quirks (Use dial, Icon system when you pick up a collectable, the monty shooters in the catwalk section, to name a few) they look like completely different games.
Its honestly impressive... and also, rather telling of how problematic SB really was. That Steel Wool's solution for the free good-will DLC meant to patch up the problems with SB and make the experience feel fulfilling and complete, was to for all intents and purposes make a completely different game from the same framework.
The producers probably learnt their lesson about how pushing the team to release an unfinished game ends.
One major downside to this are the endings, but out of all games I know from steelwool (security breach, help wanted, hello neighbor 2) the endings always suck lmao
@@yzma9959Honestly I think help wanted’s endings were alright
@@yzma9959not to discredit your comment at all, I just wanted to point out hello neighbour 2 is not a steel wool game, did a triple check they aren’t credited at all. Personally I think the endings were aight for ruin XD not the worst not the best, just, Aight. :D
@@yzma9959the endings weren't, bad they were just cliffhangers. Things are going to continue in help wanted 2
@@yzma9959 help wanteds ending wasn’t even bad
Game dev here loving when channels boundary break and explain the magic trick. Honestly so many of us take the magic for granted sometimes I feel like gamers forget how often tricks are being pulled on them.
magic resides where people think it resides. it is a trick, a shadow on the wall.
How did y’all already pump out a video in less than a day
A stream
I watched a 7 hour one by Cuppateaexe
Um so many people have made ruin videos already
Fr
8 bit ryan has pumped out 2 already
@@Vor1ki I know, but spiff didn’t get a day early copy and he just got off of like a 7 hour livestream
Honestly this DLC is really put together. A false teleport occasionally isn’t the worst glitch ever, and I never encountered it, somehow. The endings are a bit. Weird. I think pretty much *everything* ending in *one spot* isn’t in true security breach fashion, yknow?
I hope they update the DLC with something silently. That’d be hilarious, honestly. We think we understand everything and then they release a new ending with no fanfare whatsoever
edit: yeah no the story isn’t. actually bad. my mistake 💀
And the endings aren't very good imo either. They just... happen.
@@TravisBroskiyeah. It sort of all feels like. Set up. For more dlcs. Which is fine. More things to enjoy would be nice. but.... Eh.
@@TravisBroski yeah. You either *POSSIBLY JUST DIE* , get Vanessa’d and have your consciousness likely forever stuck in the AR world, or you just.. kill the mimic and have no idea what happens next.
Look, atleast the base game endings were… yknow. Interesting? I definitely prefer the dlc a bit more since its not a laggy, buggy mess, but the story is pretty mid.
bfdi
"everything ending in one spot isn’t in true security breach fashion"
yea, it all ending in one place is in true FNAF fashion, and im so glad they went back to that
I'm shocked at how well this is executed since, honestly, it just screams the Jankiest Of Janky Jank That Ever Janked to me. Bravo, Steel Wool indeed.
Well not the first game to do this trick for example titanfall 2 had a level that did the same thing and yes the same glitch is possible in that game too
It’s actually a fairly common solution to problems like this, because loading and unloading huge maps constantly is a nightmare
@@Shuttergun1ok? it's still a good resolution
Matpat experienced another type of mask teleportation, he didn't even got teleported up or down, just straight up skipped (unintetionaly) a section of the game, might be interesting to have a look if you're planning on speed running the game
Thats genuinely impressive, when i was watching the streams, i was wondering how they could just...remove collision and animatronics like that, turns out, they just move YOU.
Epitome of work smart, not hard. Amazed at how seamless it is.
Kinda like how thw train in Fallout 3 is actually a hat on an NPC.
This same method is used in one of the titanfall 2 campaign missions for a time travel mechanic, and the same bug can also be pulled off there as well, although it is a lot less likely to happen accidentally. I personally never encountered this bug playing ruin, the only bug I encountered was with the music man jump-scare missing the music man on the right for some reason.
I was scrolling the comments to see this exact reference.
For those who don't know, the mission in Titanfall 2 is called "Effect and Cause," due to the level's story reveal and gameplay mechanic, the level name being a hint of that.
SPOILERS FOR THE LEVEL AND PART OF THE GAME
The level has you *time traveling* with a wrist mounted device to revert back to a time where you can obtain a unique signature of an item you're chasing in the present time. The game does this with almost complete scenery overhauls for the two "times," inside of one level map as they're above and below each other, just like in Ruin, although MUCH, MUCH further apart. You can see this during certain HUD pop-ups involving holograms in the level by looking straight up or down depending on what time you're in.
I highly, highly recommend Titanfall 2 if you don't already own it, but be warned that the game has suffered a lot, through lack of support, hacking, and server issues for multiplayer, although there is a dedicated group of people who have made a client (sadly for PC only) for a new mulitplayer experience. I suggest looking these up for yourself if you're interested, it shouldn't be hard to find videos upon videos about the game, and to find the new client.
I was waiting for someone to reference Effect and Cause. One of my favorite missions of all time.
Ruin seems like such a step up from the base game… until it ends and the endings are somehow even more unsatisfying than the endings of the base game, and that was already a low bar. I wonder what happened…
I feel like the elevator ending set up the next game
I think that it would be a 4D chess move to actually have an ending called "None" in the game, knowing that we would datamine the game. It may even be the reason why they updated the game to the newest version of Unreal, to hide stuff like that for as long as possible knowing that the modding tools and such would have to be updated.
That's what I was thinking. It would be a smart curveball to throw for the developers because you KNOW people are going to datamine their game, so you can disguise something as nothing (Ending 4 : None) Or you can disguise nothing as something, to get false theories going (Like, for example, this one game having a "Secret Zoo Level" with random-looking models that could make up some of the props, even though there never WAS a zoo level, just a wild goose chase and a joke about how people look for secrets that might not even exist.)
Loving the DLC, can’t wait to see more content on it.
On my first play through, I went into the daycare section and tried to do the first anomaly detection puzzle on the camera system with the mask on, and the rabbit dude made his usual audio cue, so I panicked, exited the cameras, went to spam take off mask and walked backwards to try and get a head start on maybe running and was stuck in the box thing that becomes the camera system in AR. I put the mask back on and was behind the wall that the monitor sits up against. Turns out that for that SPECIFIC anomaly puzzle thing, it faces your character backwards towards the obstacle you removed, and I didn’t know that, so I just walked right through the monitors and got stuck
Was betting on experiencing countless glitches on my first playthrough. Was decently surprised to see I didnt encounter any. Honestly hats off to Steel Wool for being able to polish things up a bit
Darn this is actually super interesting; can’t get such consistent and enjoyable vids anywhere else :)
Let's go spiff day one and already a stream, a zoom meeting, and a video. This is a good sign for my pops surgery.
Also still heavily thinking about whether to learn to code to remake sb while adding back all of the cut content including bowling, gator jolf and chicas feeding frenzy.
@Zaroni_ learning code to fix SB probably isn't worth it bro. You wouldn't be able to make money off it because of copyright and would take a VERY long time. If you think it's worth then go ahead but head my warning
@@bird_0446 Honestly I am doing it more because I want to see the cut content actually used. It would have better explained the story and given context to gregerny's actions. Plus I want the spooky FNAF game to actually be, spooky. There is an amazing vid that explains how the game even fails from a core gameplay standpoint. No amount of Stadia patches is going to fix a game that is all broken.
@@Zaroni_ unfortunately that is an incredibly big task to undertake on an existing game and its not as easy to modify its code as one would hope. it would be cool to see a fangame from scratch that recreates some of this content though and lets you tell the story you want to tell :) i wish u luck !!
zaroni are you forgetting what happened yesterday with the zoom meeting or did it just get repressed out of your memory lol. the zoom meeting was by no means agood sign of anything
This is actually a really simple yet effective way of doing things, I'm kinda surprised that I didn't think about it until now.
It makes sense really. You get to have two nearly identical maps with key elements changed plus having entirely different materials for each "world," and it doesn't require constant loading and unloading (or moving dozens of) items, nor does it require you to have EVERY object have two materials that it swaps between. It really is just the easiest solution to create what is quite honestly a really awesome mechanic.
It reminds me a lot of how games traditionally handle mirrors, where it's legitimately easier to just duplicate the room you're in than make a surface reflective.
Loved the way they teleport you between two different maps. I figured that was the way they did it because one of my favorite FPS games of all time, Titanfall 2, has a mission involving time travel which uses this same mechanic. When you toggle the time travel, it just teleports you to an alternate map.
I'm actually surprised to see and hear about the glitches people were experiencing when putting on and taking off the mask. I fortunately didn't have anything like that happen to me during my playthrough.
I was actually thinking about the exact same level! Timeshift (Cause and Effect) from Titanfall 2 always blew my mind because I wondered how they managed to have you changed between the past and present versions of the level instantly in the Source engine, so when I decompiled the map and saw that it was layered with multiple copies of the same general layout I had a eureka moment! Such a simple game dev trick that creates a truly incredible result when executed well.
I instantly knew what the method was when i saw it out of bounds, This is the same with Titanfall campaings Effect And Cause mission where each time you press a button, it teleports you to "the past". The maps are overlaid eachother and the momentum the player has even carries through the transition.
Best game ive played in my life. This was a cool find.
Dude, no wonder the DLC takes so long to download. There's TWO PIZZAPLEXES in there
What a proper Security Breach experience this DLC still is. Parts of the lore that just come out of nowhere and make little sense, some absolutely game-breaking glitches that are easily accessible with basic movement options and a core game mechanic, and of course the AI is still, well, the SB AI. Still great, just funny too.
There’s nothing really game breaking here. It’s a definite improvement of SB
The mask lets you clip out of bounds very easily. It indeed is rather game breaking.
As a brasilian I confirm that the "BrazilEnding" is indeed cannon.
It has been hours since he streamed the game, and I still can't handle how the golden freddy ending is called "BrazilEnding" in the files. XD
pretty sure it's in reference to the movie
So it’s like Effect and Cause in Titanfall 2? That’s neat, although apparently easier to manipulate. As far as I know, effect and cause only has one spot where you can consistently get in between the two maps.
THANK YOU. I was wondering why I wasn't seeing any others in the comments saying this!
Effect and Cause definitely made the best use of that mechanic I’ve ever seen
This guy streamed this like 6 hours and he already got a video out. That is impressive
Its been half of half a day
Maybe the as of yet unseen 'Fourth' ending (since it's listed as none in the game files) it Steel Wool's way of keeping the biggest secret of ruin a secret until everyone's had a chance to play the game without anyone spoiling things? Probably not, but it's a possibility. Probably just an update in the future or somethin.
that makes sense having the 2 maps stacked on each other and the mask teleports you to the other map, that's what respawn did in titanfall 2 on the time travel level
4:46 something interesting about that black rabbit model is that it bears a striking resemblance to characters from the canncled popgoes 2: the dead forset fan game
And the House of the Bear Arcade Machines…Is that Ignited Freddy?
I love the probably unintentional thing with the wind up music men where if you spawn next to a group of deactivated ones, they sort of spawn on top of each other and bounce off the collision until they find somewhere to land
In the daycare theatre, once you've done the camera game, the screen behind the giant endo isn't real, and neither is part of the wall nearby. There's also a giant white void right in the middle of the floor back there. I found it the first time I went there, since I didn't see the giant open mouth of the endo. If you fall into that void, it kills you almost instantly.
Having multiple maps is a pretty common way of making the map change drastically. Usually once the general layout of the map is done, it should take far less time to be able to design both versions.
My biggest gripe with Ruin was that it had to play that animation each time you put on the mask, learning how the maps and the mask work immediately answered why it was like that and immediately redeemed that issue. A+ work Steelwool.
The way they handled the Vanny Mask seems like what BioShock Infinite could have been with Elizabeth's powers
There's ONLY 3 accessable endings? Well, that's... It feels wrong. Like, all but the Scooper ending feel incomplete, and even the Scooper one leaves questions unanswered. I kinda wonder if Steel Wool ran out of time, or if they're setting up for another game, or something. I guess I shouldn't be surprised considering the franchise, it's just a bit sad none the less. Like, Base answered some questions, asked a few more. Here I feel like nothing was answered and we only got more questions.
They did that thing where you had to have read the books (or comics?) to actually know what was going on, because the Mimic was a reference to them. That's why the endings feel so stilted.
@TheTingcat even knowing the context, the endings still feel empty. Does cassie actually die in the neutral ending? Is the mimic freed from the pizzaplex in the neutral ending? Whta does the vanny mask ending actually entail? What happens to cassie after the scooper ending? Is the voice talking to us at the end even gregory, or still a mimic? The endings just leave us with no context of what actually happens, even base security breach gave us more answers
@@enchantmenttable7711 im hoping that there will be a ruin pt 2 or straight up sb 2 that gets announced soon that will continue the story to not make it feel so abrupt, if not that then im hoping its in help wanted 2 instead
@@TheTingcat I had to actually go to the comment section to figure it out because I don't read the books. I thought they weren't supposed to be canon
@@echo_soldier scott has stated before that they aren’t the same as the games but there are still concepts and even storylines that are connected between games and books. For example one of the Fazbear Frights stories gives backstory to Suzie who possesses Chica.
So this is how Matpat managed to skip like two whole chapters. The mask tried to teleport him between maps and it instead had him fall into a completely different map when he removed and replaced the mask in a particular spot
I think a possible fix would be for Steel Wool to implement two player models that the game switches the camera between instead rather than teleporting. You then have the active character, the one the player is controlling, and the phantom character, the one the player is not controlling. The "phantom" will always be at a specific y level above/below the player depending on the active state and once the switch occurs is should be "seamless"
Tiny problem.
- *Fixed upon Y Level*
Which means, it is no longer capable of ascending or descending outside of the Player control. Rather, it would likely be fixed constantly below the player.
Which would lead to players teleporting out-of-bounds on any inclines.
This is what i thought the game actually did during my playthrough, it's very seamless it just feels like you're just changing POVs. I do get why Steel Wool went on this path instead, it's less taxing on the engine because controlling 2 characters at the same time can often just lead to off-sync problems between both models.
When watching your stream I was reminded of that leavel in Titanfall 2 where you get a time travel watch. I knew that in Titanfall they had two maps for the present and past versions of the map. So I was sure it worked the same in SBR. Low and behold I was right.
This is quite similar to how titanfall 2 handled the “time travel” gimmick in one stage of the campaign. Two maps that you switch between with a press of a button
i played the dlc for myself and i actually really liked it! (i looked at ur stream once or twice when i couldn't figure out what i was doing)
honestly surprised at how much i liked it, i wish there was more of roxy though
i also never ran into any bugs, maybe i just wasn't experimenting alot LOL
Spiff thank you for being amazing love the content and vibes you bring❤❤❤
Oh my lord. For days I kept on asking how it was doing that amazing transition and was actually searching game dev videos about that kind of transition. And my inexperienced ass thought it strenuously refreshed, updated, and replaced all the objects and their graphics. I didn't even start to think that the player was just teleported to a different map! This is why I love game development; all these sneaky or obscure ways (for me, at least for now) developers think to solve these problems are just amazing!
Now that I think about it though, why couldn't they just recreate the entire game that we're playing in the Real World, onto the AR World and just teleport the existing camera view onto that camera every time we decide to switch worlds? Or is that just as strenuous as updating the objects real time?
holy shit I was expecting this video in a least a WEEK
This is fascinating to see. I haven't seen this method used since Titanfall 2, though Titanfall's was more stable and well-implemented. My hat's off to Steel Wool for having the balls to attempt something like this, though.
Can’t wait to see the runs and challenges for this game!!
honestly the fact that its teleporting you and making you fall almost exactly where you should be is amazing for the glitch streak that the base game had upon first launch.
I found a bug in the first obstacle you get past with the mask. If you sand beside the wall with the mask on where the obstacle is, then take it off, the game will push out out of bounds
I just finished play ruin, you have no idea how hard it was to not spoil anything for myself
Im now ready to binge every ruin thing
i think the teleport glitch just adds to the experience.
also: teleporting usually causes issues in games over smaller distances, so i was impressed the entire time by how well and seemlessly it works in ruin! i think it's an amazing work of level design
I genuinely loved Ruin. I was REALLY skeptical when the first trailer dropped, but holy hell, Cassie is probably my favorite protagonist in ANYTHING I’ve played recently, plus the atmosphere is fucking ON POINT. Not to mention, I have yet to run into ANY bugs. 10/10 DLC.
Now I don't mean to be skeptical myself, but 10/10? Absolute perfection, nothing about it that you could think to make it better? It was fun, but there's definitely plenty of room for improvement.
I surprisingly never had issues with the mask when I played through Ruin. Kinda funny to see so many other people with it.
Having an entirely new map for the mask is the most Steel Wool way of implementing a game mechanic.
That’s normal
Titanfall 2 does the same thing with it's time travel mechanic.
@@CrimsongEdge For Titanfall it was one 20 min level for Ruin its the entire dlc ... And it clips you out of the map
The thumbnail just makes me think, "this bad boy can fit _two_ maps in it!"
0:05 Actually no, I haven't gotten that at all
so it IS essentially the classic Dual-World gameplay mechanic! its just a SUPER seamless transition to the point it seems like its all a visual filter and objects loading in differently. that's actually really cool and really well done. i always like when games do this sort of dark world/light world thing where there's two versions of the same area and they affect each other. its a great mechanic to design a lot of different styles of puzzles around. there's a reason it shows up everywhere.
All things considered, this aint a half bad dlc, at least when compared to the base games launch
Sounds like this could be solved rather easily by putting an object in between the maps and making its vertical position serve as a fallback to force internal state consistency. Above it? Mask off. Below it? Mask on. Ezpz.
poor matpat fell victim to the teleporting and missed a whole section
I actually never encountered the teleportation bug in my playthrough! I had a seamless experience with only a few UI bugs occasionally, I'm honestly super impressed and proud of steelwool
Two maps?! That's so fricken cool, it's such a smooth transition that I never would've guessed. Well done Steel Wool for pulling that off, very well done 👏🏼👏🏼👏🏼
Thanks for the awesome stream, Spiff! Could you consider doing more streams on YT? Thank you!
yeah I'd like that, I don't have a problem with twitch but I don't see it if he streams there, he'd have to coincidentally be streaming when I check twitch (which i rarely do lol)
Knowing that there are two different maps I think actually makes the Pizzaplex even more creepy. It’s like having an upside down world
Stopped watching at 3:05 to avoid spoilers. I'll be back once I play the game through.
Steel... freaking... wool. That's so ingenious
A functioning FNAF game? We have not seen that in years!
But let's wait to see how much we can break it, we never know.
Also, hope you heal fast and good Spiff!
woah i didnt realize how the mask game mechanic worked, but once it was explained it makes perfect sense why they'd do it that way. that's so cool!
3:37 Yep! Nothing else horror related that it could refer to! And only related to a pizza place, and not related to anything like a McDonald's!
Theres only one thing to say: Props to the artists and modelers for not only making an amazing map again, but making it twice
Ah, the teleporting must be how I managed to "shunt" myself back in bounds after getting out of bounds at one point in daycare.
It still supports the Time Travel theory at the Pizzaplex, which is being controlled by both Agony and Ruin.
The be completely honest I think the glitch that game theory found in the whole chica voice box section will DEFINITELY be used for speed running because of how much it skips and also it means it’s very much possible to do other glitches like that which would make the game just a jumble of alot of vanny mask clipping
Cant believe they actually called it Brazil ending, its even funnier that its accurate, its literally just "youre going to Brazil" and thats it.
Dude this answered all my questions, about what the chica's voice box thing does, about how many endings there are, about the mini games, literally all my questions! Thanks for this video even if it's a small one, it's plenty to answer our questions, also I hope you feel better soon! Cuz even I could hear the stuffy nose and that isn't good
I get this feeling that the Chica Voice Box was probably related to that 4th ending, but like Bonnie Bowling and Survival Mode, they dumped it for the time being in favor of having the more complete parts be finished with a good deal of polish.
I'm really proud of myself, I was watching the live VOD (it came up on my youtube homepage) and thought that there were 2 ways the mask could function, either 2 maps or changing everything between 2+ states. What confirmed it for me that it was the former was a pile of bowling balls, you kicked one, it moved, then put on the mask to check for secrets, and the balls returned to their original position, and went back when you took off the mask again. (before that I just figured 2 maps was better for loading times, 1 larger initial load rather than several mini loads) anywho, I'm only about halfway through the VOD, so imma get back to that, thanks for the vid Spiff!
dude this is wild the game came out today and we already have a new spiff vid
also this video feels like an old security breach video from a couple years ago which is great
The fact that Markiplier hasnt run into this bug with how many times he went through in and out of the game is amazing.
I’m curious if repairing the animatronics was planned to be some sort of other ending. You get chica’s voice box by beating her arcade game. There’s also the Monty golf arcade game, so it wouldn’t be surprising if there was going to be a game for Bonnie or Roxy too at some point in planning
I can't believe we finally breach security in the Security Breach DLC.
Also RIP Fredaddy. Rip in spaghetti never forgetti.
I’m looking forward to the video, I was there when compoundzebra was editing but had to leave after about 3 hours to go to bed, but it looks like it’s going to be a great video
This is just like Titanfall 2's mission "Effect and Cause", two map's layered on top of each other with big changes
"grimic"
yeah i think someone had too much of the mcdonalds gri-
Thank you so much Spiff, I honestly thought the ending where you don't even start was a cannon ending.
The"zoom call incident" is the funniest thing I could of read after being there live to see it.
I'm just happy that the environments seemed to be designed with the animatronics' AI in mind.
There are two potential easy fixes for Steel Wool to implement. Either they A) instead of relying on some internal flag to determine if we need to teleport the player up or down, they just check the Y position of the player and do a comparison on that. This is a quick and dirty fix, not recommended. Alternatively B) they can perform a precondition check when we go to put on the mask, determine if we can teleport to the correct position, and if not don't play any mask animation etc. and cancel out; this is a much better approach to the essentially 'try/catch' approach they are using by attempting to teleport and only once realising we failed, having to update states accordingly. This is all assuming they want to keep the teleporting up/down approach without major rewrites of course. The question isn't how hard it is to fix (it should be incredibly easy), but how long to fix, as they may wish to package multiple bug fixes as a day one patch (or in classic Steel Wool fashion, month one patch)
As a Brazilian, I am shocked that one of the finals is "BrazilEnding", so cool!!!
So your telling me mask bot, who is map bot in disguise, gives the player a device that lets them teleport between parallel universes.
I can smell a Spiff lore video part 2
A really good example of a similar mechanic is in Titanfall 2 in the mission “Cause and Effect” where time traveling in the mission only teleports you between maps but super seemlessly.
I was able to join the stream until I passed out sometime during the Bowling Alley/on the way to Roxy's Raceway and honestly big props to you for being able to releass this video a few hours after the stream! Looking forward to future videos
Streams all day only to upload a banger vid within the same day. Absolute mad lad
This is the first time i'm hearing about that glitch, i have not heard a single person talk about it, i didn't even know that it existed until this video
there is no way you edited this so fast and figured everything out you are a good youtuber
The fact he found this so fast lets you know he is the fnaf glitch master
Astralspiff video at 1am is crazy! Knew you would have a video the next day but not this early!