Game
Night Shift At Buddy's 2
19 days ago

A little update on how the game's going


I've had this game page up for a week now, and I've barely added anything or really given any information, so now's the perfect time to describe how the game's going, and what the heck it will be like.

Gameplay

If you've played the first game, you would know that it was in a lot of ways, similar to the first FNAF game, which wasn't really the point, but I really liked how slow-paced FNAF 1 was, so I took inspiration from that. So guess what? I'm taking some elements from FNAF 2 this time! Crazy!

Don't worry, this isn't going to be a FNAF 2 clone. Hopefully. The reason I'm making this similar to FNAF 2 is because I was never really satisfied with gameplay of the game ever since I first beat. I thought that for a game that is often described as overwhelming compared to other entries, it didn't really deliver on that. Most of the animatronics are carbon copies of each other, which results in none of them being really that memorable, which is a shame because the withereds especially have great designs.

So in my game, I'm going to try and make the gameplay what I wish FNAF 2 was like. There will be more unique mechanics, technically more animatronics, and it'll be more overwhelming.

You may have noticed that in the images for the game, I put a FNAF 3-looking reboot menu. That's because animatronics can sabotage systems, so you must keep an eye on multiple important cameras, instead of just sitting on a single one for the entire night to make sure that you don't get in trouble.

There are two animatronics that can sabotage systems, and there will be a max of three unique systems, and four systems possible for them to sabotage. These systems include the power module, alarm, and camera router. Here's a handy bulleted list.

  • Power module: If an animatronic sabotages this, you get a blackout, and you better hope it's close to 6 AM.

  • Camera router: If an animatronic sabotages this, then you can't use the cameras. Unlike the power module, there are still means to protect yourself within your office.

  • Alarm: If an animatronic sabotages this, then they send a security animatronic after you.

Other than that, you have the mask, listening mechanics, vent crawling, an overwhelming amount of footsteps, a trojan on your computer, (in game) shock devices you have to reboot, and the phone chud talking to you.

Progress
As of writing this, it is 3/27, which means that this project has officially taken longer than the first, as I started working on 2 on 3/7, and 1 took 19 days to complete. This can be chocked up to the game in general being much larger, but also due to me not spending literal entire days just working on the game. (I'm not kidding, on one random Saturday I woke up, and never turned off my computer until 1 in the morning, and completed 6 nights of the game.)

I would say that the game, despite having the animatronic AI all done is still probably around 50% complete. I have the main five nights "done," and I put that in quotation marks because I think that they're too easy, there was only time where I had to really prioritize threats and make a decision.

I still have a lot more to go, like coding the custom night, balancing everything out so that this post doesn't age terribly, patching the glitches that the stupid mask creates, (oh my god, I have tried patching the stupid glitch where you can still take off your mask if you have it on when it hits 6 AM, but somehow that bug is dodging around all of my patches like prime King Von and the cameras are additionally creating glitches when does it end?!! ) and the most momentous task, the minigames! I'm a little worried about coding those because I have never coded anything like that before, but I'm sure I can get it to work. I hate giving up on tasks.

I'm really excited for the custom night, as I'm going to add in preset challenges that was introduced in FNAF 2, and I have some pretty cool ideas. I'm also excited for an actually challenging 20 mode, as the first game's 20 mode, while being quite a fair jump of difficulty from the sixth night, wasn't the ridiculous challenge someone may expect from a 20 mode.

A Demo Release? Maybe???

I'm not too sure about releasing a demo, because while I'm pretty sure that it will still take me a while to complete the rest of this game, since all I have left isn't even animatronic AI, (Which is a lot of the game) It could take much less time than expected, and then I release the full version like, two weeks later. I'll probably start working on minigames, and decide on my decision from how hard those are to code.

Trailer When?
I've also been thinking of adding a trailer to this game page, but I don't know, it might be too late, I've made two posts regarding this game already.

Anyhow, that's all the information I have to drop for now! Thanks for reading!



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