The Demo
Hello everybody. We'd like to announce that Automalevolence PT will be releasing its demo on October 31st.
The demo will include one playable night, with Fredbear and Bunni (Springbonnie) as enemies. Future releases will include more enemies and an alternative Endless Mode.
The next release after the demo will include the Security Puppet and an introduction of the RISK System, which includes three difficulties for each night, with alternative character choices and other helps or hindrances.
We hope everybody will enjoy this playable demonstration of Automalevolence, meant to introduce to players our art-style, prove we can actually make and release a game, and to receive feedback and criticism.
The Future
Automalevolence is a re-imagining of Five Nights at Freddy's conceived over the past two years while we perfected the story, worked out the gameplay, and developed Automalevolence: PT.
The story of Automalevolence will be told through 6 Games, spanning two 3-Act stories, each focusing on one of two protagonists.
The first story surrounds Samuel Emily, whose life is turned upside down when his father is convicted for the murders of five children who disappeared in Freddy Fazbear's Pizza, a local theme restaurant.
The second story surrounds Michael Afton, whose accidental killing of his brother at 17 years old sends him into a spiral of psychological destruction and supernatural horror, as a mysterious man threatens his safety- and his worldview.
Help Wanted
The team responsible for Automalevolence currently includes 4 people, but we can't do this alone. We need help from the community in order to accomplish our goal. Right now, that means:
3D Prop Modelers - I (Konxovar) modelled most of the 3D assets which will be seen in Automalevolence: PT over the course of a year. Automalevolence: PT has the smallest scope of any planned Automalevolence game, and I can't finish this series on my own, especially when it comes to 3D assets. I want to take over character modelling myself, but having assistance in creating Automalevolence's world assets (props) is paramount to the completion of the series. If you can assist us with prop assets, please contact us, either in the comments, somewhere else on GameJolt, or at [email protected] which is our email address.
Texture Artist - I textured the props in Automalevolence: PT using Substance Painter 3D, with excellent results. My subscription with Substance Painter 3D has run out, and if anybody more experienced with the program or any skilled texture artist in general would like to assist us, that would certainly help us.
Animators - Neither I nor Ruby are the best Blender animators, and although I am very happy with the animations which will be present in Automalevolence: PT, somebody more skilled than I or Ruby might be able to improve the quality of future Automalevolence games, some of which will be free-roam, semi-open world games.
Programmers - Upfront, this is the least needed. Coding Automalevolence has been the simplest and swiftest part of the development cycle. However, this may not be the case for the future, real-time 3D games to follow, particularly the semi-open world game which will directly follow the release of Automalevolence: PT. Either way, an additional programmer or two will expedite the development of future Automalevolence games.
Automalevolence: PT took about two years from first conception to release. Future games development being quicker depends on gaining some assistance in the areas I mentioned.
I (Konxovar) truly believe that Automalevolence will have positive effects, and if anybody would like to join us in telling this story, we'd be happy to have you onboard.
Thank you for your patience, and in advance, Happy Halloween!
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