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Five Nights at Freddy's 2: REDUX

18 days ago

Current Plans For Launch (article) #FNaF2REDUX


Five Nights at Freddy's 2 : REDUX is approaching it's release. You may be wondering what all I am doing in the lead up to it's launch, what other things need to be done, what else is still being added, etc. That's what this article is all about


What is currently being added?

  • I'm fleshing out some of the toggleable altered mechanics I've designed based on feedback from peoples favorite/lease favorite things about FNaF 2. This entails new renders, new code, and a lot of balancing. I have to be honest with you all, I'm a musician at heart, I'm not a trained professional game designer, I know my way around GameMaker and I know how to optimize code, but if the games extra features are a little imbalanced at launch, I'll do my best to correct it.

  • I'm working on some cool additions with the "added horror" toggle. I deliberately avoided adding a lot of these things before making the trailer so it would be a surprise to you all. I want to see peoples reaction to the new surprises in store with the "Added Horror" toggle. Some parts of it work in a very specific way, and I think a lot of people will enjoy what it has in store.

  • I'm making some additional efforts into the VFX toggle. I recently got the chance to speak with the talented "MrFreddy64" who created the Deluxe Collection of games! He shared some ideas for the VFX toggle. I took his advice on some of them, like adding a fade-in when starting the night and using the bulb from UCN to further flesh out the lighting. I'm very grateful for his advice! There are other plans I have for the VFX toggle relating to the minigames, but this may impact some of the other functions, so I'm going to put some more testing into this before making it 100%

  • I'm also working on balancing the new nights I've added. Night 8 is a 12 hour shift that escalates and deescalates. its 2x the size of a regular night and I want it to feel special without being too difficult. I recently beat it first try, which may be a bad thing. I don't want it to be too easy, but I also designed it. I'm having a friend of mine beta test, who is experienced in FNaF, and his feedback is helping me shape the experience.

  • As always, I'm searching for bugs. Although they have never really been too easy for me to find. I don't want to pat myself on the back too hard in the occasion that players find bugs on release (which is inevitable), but of course, I want to make sure the release is as bug-free as it could possibly be. This is a huge priority for me.

  • Cleaning up some of the code is another priority. Translating a visual code base (the one used in Clickteam) to GML (which is an altered version of C) causes some spaghetti sometimes. Each time I think I've made optimal changes, some old code I haven't touched since translating it pops up and I have to refactor it. This is a top priority, given that when I first implemented the new renders before optimizing the code after its translation, the game lagged a lot. There is relatively zero, and I mean zero lag for my beta tester now, but I always want to keep the code as optimized as can be.

When is it coming out?

  • I very intentionally did not give an exact date in the trailer. I did give a month, October. This is because, much like the real Scott Cawthon, I am bad with release dates. I release things when I feel they're ready. Sometimes I feel like pushing the button and just letting it come out, then I think of new ideas or potential improvements. This could be considered a flaw, so I'm trying to limit myself to avoid feature creep, however I have a general idea of when I'm releasing the game, but like I said, I won't announce it.

Will there be teasers or a second trailer?

  • ¯\_(ツ)_/¯

In closing

The release is soon, very soon. I'm excited! Thank you for reading



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