XaiJu
Basically Games
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Version 0.8 Status Update - Hurrying Up and Slowing Down

Hey everyone!

I hope y'all are doing well. I'm back with a new status update all about version 0.8 of Baldi's Basics Plus! Let's start by discussing a couple new features that will be in the next update.

Play Style

This first one is pretty simple, but I think it will be an addition welcomed by many of you. I've added a new play style option that allows you to change how lives work to make for a harder or easier experience. The options are:

If you've found the game to be a bit too easy, or are looking for a more typical roguelike gameplay experience, this option can be adjusted to your liking! Normal helps balance the sometimes unfair chaos of the game by giving you a chance to learn levels and adapt accordingly, arcade still offers some leeway, but makes losing much more punishing, and strict won't let you have any second chances. Choose whichever option you think makes the game more enjoyable!

Note that this option won't impact the power bonus. The power bonus will be based on the number of attempts it takes to beat a level. So on the Arcade setting for example, if you go into a level with one power tube and beat it on your first try, you'll still get a 3X power bonus.

With that explained, let's talk about a much bigger new feature coming in the next update.

Hurry Up!

Recently I asked on Twitter what y'all's average times were per-level. I wanted to know to help balance a mysterious new feature. Well, I'm ready to reveal what that new feature is!

Time Limits

Yep, in version 0.8 you'll want to make sure you don't spend too much time in a level because school is only going to be in session for so long! This is a feature I've been planning on adding for a long time and I think it will add a good sense of urgency to the game. Finding good places to hide will still be important, but you won't want to hide forever!

With this new feature, once the game begins, you'll be able to see how much time you have via a timer near the elevators. I also plan on making the time viewable via the map. As time runs out, the Baldi TV will occasionally notify you as well. Once the clock hits zero, school is out! Things will start changing fast!

First off, Baldi will begin speeding up over time. The longer you stick around, the harder it will become to avoid getting caught! Principal of the Thing will also try to send you to detention for being in school after hours. Even after getting sent to detention for this reason, you will remain guilty in his eyes so be sure he doesn't see you again!

Lights Out

Characters aren't the only things that change when school is out though. The level changes as well! As soon as time is up, lights in the hallways will start dimming, and the Principal of the Thing will turn out the lights of rooms he exits. Things will get pretty dark fast, and you'll need to take advantage of this if you want to survive as Baldi gets faster and faster!

How can you take advantage of the lights going out? Well, this update will add a new mechanic that allows you to hide in dark areas! If you are standing on a tile that is as dark as possible, you'll become hidden and NPCs will not be able to see you. You'll need to find dark spots to survive and finish the level as Baldi begins reaching terrifying speeds.

In the future I plan on adding more content that utilizes lighting, but for now this is all I've implemented. To accommodate these changes I've also slightly reworked the lighting system to make super dark areas easier to see in. There is now a much more noticeable contrast when objects are in dark areas, and the minimum brightness is now limited so not everything becomes pitch black.

I may adjust lighting further to ensure things don't get so dark it's too hard to see.

I might add more effects for when you run out of time, but for now this is what I've implemented. In my testing I've found that trying to survive after time has run out is super intense, so it should be a lot of fun for those rounds that take a bit longer to beat than usual! Of course, I'll try to balance the time limits to make sure there is still time to thoroughly explore levels, you'll just have to be sure not too much time is wasted.

Level Generator

Aside from those new features, I've also dived back into the level generator to tackle several issues that have been on my to-do list for a while.

One issue, which I've now successfully solved, is eliminating dead-ends and bottlenecks in hallway generation. In previous versions of the game it has not been uncommon for huge, unpredictable dead-ends to form in levels which can unfairly end a round. Another issue was bottlenecks, where certain areas of a level could only be accessed via a single hallway. I created a new algorithm to more intelligently generate halls and avoid these issues. This will allow me to, in the future, be intentional about dead-ends generating in levels and better balance the risk involved with them.

Another issue, which I am currently working on, is that of open areas. When a level is generated the game scans it for open areas. Open areas are any parts of a level that have a 2x2 or larger group of cells connected to each other. Rooms are mainly where open areas are found. In order for NPCs to be able to navigate these spaces and avoid colliding with objects in them, the game generates a NavMesh and other data which makes this possible.

The blue grids are NavMeshes which have been generated in open areas.

The issue with the way this has worked in previous versions is that this data is only generated once when the level is first generated. If the level layout changes to change the shape of an open area (For example, it multiple portal posters are placed next to each other) none of that open area info is updated.

So, I'm currently reworking this system to make it possible to update this info as the level layout changes and to optimize it so that this can be done with very little performance impact. It's proven to be pretty challenging, but I've made good progress and I'm pretty confident I'll be finished with this soon.

Aside from that I'm also improving the way structures (swinging doors, conveyor belts, roto halls, etc.) are generated/loaded to pave the way for new ones! I really want to get some new structures in the game for 0.8 to really spice up the level generation since it's been a while since that aspect of the game has seen any new content. With that said...

Slowing Down

I've decided to delay the next update by a month. I plan on resuming the two month schedule again afterwards, but for a number of reasons I feel like it will be best to give 0.8 some more time in the oven. So the plan now is to release 0.8 in early December.

As for pre-releases, I will see about releasing two for this update. I don't want to keep my Patreon supporters waiting! The first one will release around the beginning of November and will include the time limit feature and play style options. The second will release a week before the public release as usual and will contain everything that will be added in 0.8.

My main reason for delaying the update is that, due to how much time has been spent working on technical aspects of the level generator, I haven't had much time to actually create new content. I don't want 0.8 to just be the time limit and a new option so my plan now is to try wrapping up all the technical work I'm doing by the end of October and spend the entirety of November creating new structures and other content for the game.

Another reason for the delay just comes down to the fact I probably won't get a ton of work done in December due to the holidays, so it makes sense to crunch a little bit at the end of November to wrap up a big update and then be able to relax in December. With that in mind, 0.9 (Which will likely release at the beginning of February) will probably be focused on bug fixes since the list of known issues getting quite large and that will be a good way to warm back up after taking a short break.

Oh, and just a note since there seems to be some confusion regarding version numbers; Baldi's Basics Plus is using semantic versioning, so after 0.9 will come 0.10, 0.11, etc. I wanted to clarify this since I've seen that some people think 0.9 will be the last early access version of the game. I don't currently know what the last early access version will be, but it will be well beyond 0.9!

Podcast

One quick note about the podcast; Sorry about how long it's taking to get it up! I ended up recording it twice because the first session was pretty rough. Turns out it's hard to ramble about stuff to a microphone haha. I now have the podcast recorded though and will see about getting it edited and uploaded soon. Don't get too excited as it's about as basic as a podcast can get, and I'm not sure how interesting it will be to listen to, but I'm hoping I'll get better at this as I do more episodes.

Conclusion

I think that pretty much covers everything that's going on regarding version 0.8 at the moment. I hope the delay doesn't come as too big a disappointment, but I will try my best to make sure the wait is worth it! In the meantime, I hope those of you who have access to the pre-releases enjoy those.

Comments

THEY FINALLY GOT SOME LOVE!!!!!!

Graysen Wilson

"I really want to get some new structures in the game for 0.8 to really spice up the level generation since it's been a while since that aspect of the game has seen any new content." The Storage Locker: uh yeah, moving on... (Sad Random Event noises.)

Graysen Wilson

I KNEW IT!!! I KNEW THERE WOULD BE MORE VERSIONS AFTER 0.9!!!!

OppoExpunged77

cool

Raggy

It would be good for archival reasons but we'll have to wait and see

Chhas

I don't think he will.

JakeBoi

mystman12 can you answer these questions on the pod cast 1:will you upload the 0.4,0.5 and 0.6 pre-releases? and 2. will you upload the kickstarter demo builds?

Johnnie V.

We already have a challenge mode to stay at school after hours, the Stealthy Challenge, but that challenge was made a while ago and could receive an update with the new changes at the school and new generation of maps. There could be an option to choose whether you would like to have baldi on the map or not. without baldi you die if you are put in detention, with baldi you have to escape the school with the school faculty members characters around. (baldi, principal of the thing. mrs pomp, gotta sweep and dr reflex).

Ethan Standish

best update ever

Jruizm14

Can’t wait even Baldi loves it!

Monkey Boy

Do NPCs start to slowly despawn as Baldi speeds up? Or do they stick around after hours?

Elliott

this looks both amazing and like an absolute nightmare (in a good way.) I am so excited!

Not_Online

NICE!!!!!!!!!!!! Some things that I noticed are: the Elevators are now looking more like the exits from Classic, with the plants and exit signs. I also found the update pattern: even number updates are bigger than odd number updates; 0.4 had Dr. Reflex, sound propagation, entity systems, and much more; 0.6 had the Pitstop, storage lockers, Diet Bsoda, and QoL improvements; 0.8 has... all that. On the contrary, 0.5 had a balance and 'Nana Peel; 0.7 had the new camping trip and Bus pass (it was fun tho.); 0.9 is said to be focused on bug fixes. Now small updates are nice, they are really fun. Just something I noticed.

Graysen Wilson

I feel like a way to fix this could be to add a new item that could add a little extra time, it could be a fairly common item but not to the point were you can find it everywhere. Maybe even have it so that if you collect a notebook or a YTP icon than you get some extra time or something like that

Not_Online

did i hear.. "IMPOSSIBLE"?

Graysland

I think this sounds promising! The time out system isn't a definitive "your run is over" type of deal, it just makes it a challenge the longer you play. However, I think the timer mechanic in general should probably be disabled for explorer mode. Trying to "explore" the schoolhouse while the principal is constantly on your tail would be quite annoying. Could there be a challenge where the schoolhouse is always in this "after-hours" mode? I think people would purposefully wait out the timer to try that challenge. Having it as a readily-available option/challenge not only lets you have the YTP time bonus, but it just makes it so much easier to start said challenge. Lastly, so I already know you had a timer mechanic (with the YTP bonus and now this), but could you implement an option for an in-game timer to track how fast you beat a mode? I'd imagine a scoreboard (like for the endless modes) would track the runs with the fastest times and the runs with the most YTPs won. I'd like to see more people post their times for how fast they beat the full game. :)

DexoXeck

This all looks cool, I hope there's some way to speed up school ending though. Like maybe you can show up late which will chop off a minute or 2 of your time, or maybe you can tamper with the clocks to make school end early. I want to be able to mess with this feature easily, perhaps there can even be some reward for doing this. Also what will we call this in-between update? The Pre-Pre-release? 0.7 and a half? Not quite 0.8? The Half Baked 0.8 Update?

Mc Mcarthy Jones

Thanks, also I commented some feedback on this post about Pick-Quick-Nick that I think is will really help a lot of people

The Riddle Goblin

Thanks for the feedback! My intention with the time limit is for it to be less "you'd better hurry up because you have limited time!" and more "don't stick around *too* long or you'll end up in a sticky situation." I'm mainly modelling the time limit after Spelunky's where it's never really a concern except on those occasional rounds where you take longer than normal for whatever reason. Of course finding that balance probably will take a few updates, but I think I can get it mostly right. We'll see though!

Basically Games

I love the new feature of preventing you from staying in levels for too long, especially the changes in school that this causes, and canonizing "don't being at school after hours" in the main mode. I just think there should be an option to disable this time limit, or leave it only in the most difficult modes, not in normal mode, any of these options are good, and this feature should not be in explorer mode, for obvious reasons. Will the playground sky also have a night texture?

Ethan Standish

I'm extremely excited where this is going, and especially knowing now that the general updates will continue past 0.9! The light mechanics, timing mechanics, and the challenging mechanics are going to bring some serious life to this game, much of which is currently needed to get that rouge-like feeling the game is planned to have. Glad to hear of the delay too, I also think it's better that way.

Master_64

These new features sound legit! I do have a question tho, when are the challenges gonna be updated?

Mirror_MAN

Yay!!! Cool

Org his Anim8ing

I'm soo excited for this

deejayy

I wonder if other npcs will still show up after hours like playtime or beans

Sebastian

Some Feedback About This Update: I have been jumping back and forth about liking and disliking this concept. It does definetly sound cool on paper, but I feel like in execution this won't work, and the biggest problem is well, the timer. Getting something to both be challenging and not to annoying at the same time based on a variable that can be anywhere from small to extra large is a very hard thing to do. And while the tweet was a good idea I don't think it will work for 2 reasons. 1. Using the average amount of time for someone to complete the game could result it the timer being to slow for people, or too fast. 2. There might be some people who play way slower than anyone that posted on the tweet. Another issue is that it restricts people from exploring other new features including ones that might come in future updates (I know there is explorer mode but then you can't play with baldi, which some people prefer) So I definetly think that these things should be taken into account. I think the easiest solution right now is to either have an option to disable it, or restrict it to one of the harder difficulties (arcade or strict). One thing I do think this update will get right is the ability to hide in the darkness. However I don't think it solves any of the formentioned issues, more it makes the lights-out event easier. In conclusion, I definetly think this feature will need some tweaking, or maybe a full revamp. But there is no way of telling as the update hasn't come out yet. And having 2 pre-releases will give you more time to perfect this feature as much as you can until release. P.S. Sorry for the long post just had to cover a lot of points as this is one of the most contreversial and complex features ever added. Hope you take this constructive feedback into account. Peace

The Riddle Goblin

Oh god, im so excited for this one!! The thing that caught me out off guard its the fact that the game last update will not be the 0.9 but outside of that, the timer idea is pretty cool, I always thought it is kinda wierd that you can hide in a blue locker and wait there forever, and well I guess you'll still be able to do that but I think its understandable what im trying to say, also the lights going off has always been something I've thought off for Baldi's Basics, naybe it can be the replacement to the red lights in classic in some way, but it also could be cool if there it was some kind of music to make you feel panic, AND also now I see what was supposed to be the actual use to the after hours line of principal, its wierd to make it just be restricted to the challenges, now I get why Micah said it wad too far to be final thing in one of the interviews, thanks Mystman! :3

SomeoneThatsStupid

Just this morning I lost a floor 3 run where the halls were lowercase e shaped, causing a choke point making it near impossible! Nice to see you addressing that! Also nice to read about the open tile changes, as I was working on a mod that will benefit massively from those changes. Good to know the underlying structure of the game is still getting improvements!

MissingTextureMan101

Oh, and maybe make the lights turn on after a while? That one kinda defeats the purpose though, as you could just hide in a dark corner until school's back in session.

GrainyWayGalxay

i love loyal fanbases

perpino paghetti39

This is probably gonna be the best update yet, also considering my name is “perpino paghetti”

perpino paghetti39

“I’M AWAKE BABE.”

perpino paghetti39

It’s Baldin’ Time!

perpino paghetti39

Hey micah, If you’re seeing this, I think it would be REALLY funny if there was a very panic inducing song that would play when there is only 2 minutes on the timer, kinda like Pizza Time in Pizza Tower. Maybe also a creepy theme after the time runs out. Now, I wouldnt prefer using Schoolhouse Escape or BADSUM, but if you dont have any ideas, dont have the time, or want to use them as placeholders, thats okay. Also some questions for future podcast episodes: Will there be any more bossfights (not just in CR, but + and BALDIS BASICS T- and others) and will there be any future Classic remastered updates or DLC for classic remastered?

perpino paghetti39

Can I suggest some sort of check box when starting explorer mode that could disable the time limit? I feel like it might be a bit intrusive if people are trying to do something in explorer mode. Anyways, I LOVE the new stuff and I'm so excited to play 0.8!

GrainyWayGalxay

I’m so glad 0.9 isn’t the end, this game is so cool and i think even MORE content would be amazing

gabetheory

^ I'm not even colourblind and I also struggle telling the hotdogs apart sometimes when under pressure thanks to the lack of contrast between some colours

iccn

I cannot believe mystman can keep up making every major update a solid entry every single time, hats off to you!

Qwerty

The new play styles and the time limit sound awesome!! Take your time with the update, I'm excited to see the new structures coming in it!

kal

YES THERES GONNA BE MORE UPDATES AFTER .9. I thought .9 was going to be the last early access update and I was sad.

Phoenix Cloud

It’s pizza time

The Riddle Goblin

The Riddle Goblin

Thanks for the new fun settings. I'll be sure to ruin my sanity with them!

Graysland

These features are very nice and well-made! Great work!

GrandGames

I never knew I needed this, this is so cool what the heck

bonclide

Hey, I emailed you about this but you didn’t see it so ima repost it here. So I am colorblind, and the ketchup on the hotdog is pretty hard to see. So I would consider adding a setting to make into a color that constrasts brown more, like blue or green. I don’t expect this to come out 0.8 if you don’t have time, but I would like this feature to be implemented at some point.

The Riddle Goblin

The time limit and lights out feature look AMAZING. I like how lights out gives off that eerie “I’m not supposed to be here” mood. (Also I hope there’s a school bell and/or announcement when the timer is up)

Logdrew

Question about the podcast: will anything happen to the email questions that people send? Like will the contact email for Basically Games not accept questions unless it's for the podcast?

Me

Babe wake up a new Baldi’s Basics plus status update dropped

Piichy San

I really love new additions. Hurry up sections reminded me of Wario Land 4, you better hurry up, before something bad happens! And level generator fixes are gonna make game experience better! I feel it's gonna be great update! It's Baldi Time!

SlavaWOW

That's amazing!!

Neuviee

The delay can be well worth it depending on what you add with it

Typervader

Cool!

deejayy

GOLLY THIS IS COOL!! I'm super HYPED.

saintza4

Holy moly……… Hurry Up…….. like wario land 4………….

BaldrekNG


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