Hey there, everyone! I'm here with updates regarding development stuff for Five Nights at Dark's. Keep in mind that these are just meant to be like rough drafts for these things so there will most likely be some alterations between the current versions and the final versions for this stuff.
The first thing is that I've gotten all the audio for jumpscares set up. Similarly to Five Nights at Freddy's Sister Location and many, MANY other FNaF fangames, each character will have a different scream for their jumpscares. Personally, I was never a fan of how FNaF 1-4, FFPS, and Help Wanted had just reused the audio for the jumpscares for all of the characters. It just doesn't make sense to do that because then it could probably be misconstrued as them all having the same voice, which UCN has clearly stated isn't real. So, because of this, each character will have a different sound for their jumpscares.
I do wanna say that I wouldn't be able to record unique audio for each of the jumpscares because I'm currently getting into the process of moving across the country, so I can't be able to make unique audio. Plus, having a house filled with 6 people doesn't exactly make for a quiet environment. So, I had to use audio from other pieces of media for these jumpscares, which some were, in turn, then edited.
If you want to listen to the original draft audio that I managed to mock up, you can do so here: https://drive.google.com/drive/folders/1XAmuHvzf0iSCovn9jHAgI4kwwTlSq1_A?usp=sharing
Next up, I wanna talk about the mechanics. I've got a good idea on how I want each character to work in the game, I'll summarize them here, but they may still change as development progresses.
Dark: Dark starts in the basement and will wander around hiding from the cameras, but always makes noise when he moves. If you see him outside the door on the cameras, lock the door to block him off. He'll also try to mess with the generator. If he does, use the audio to stop him. If you run out of power, he will come to the door, play his music box, and kill you if it ends and doesn't reach 6 AM.
Light: Light starts in the basement and will go to the door. If he's there, lock it to keep him out. If he gets into the office, he'll break your door controls and kill you soon after. He has a 50/50 chance of being lured by the audio when it's played in a room near him.
Laia: Laia will start in the basement and try to get you through the vents. If she is in the vents, seal them off to prohibit her entry. Remember to not have it shut for too long or you'll run out of oxygen and suffocate. She can be lured to rooms near her with audio, but there's only a 25% chance for it to work.
Vas: Vas starts in the upstairs storage room (storage room 2) which is near the office. The less you watch her, she will become agitated and begin to come out. If she leaves the room, she'll run for the door. Lock it to keep her out. When she reaches the door if it's locked, she'll bang on it, which will drain 5-8% of power.
Golden Dark: Golden Dark will appear in any camera or in your office at random. If you see him on the camera, switch to another camera or turn the cameras off to avoid him. If he's in the office, open the cameras to get rid of him. He has no set path or limitations for movement.
Inverted Dark: This photo-negative clone of Dark will start in the basement or the office. If he starts in the basement, he will wander around until he reaches the door. Locking the door will make him use the vents, where he will stay no matter how long the vents are sealed. To stop him from going to the vents, use the Manual temperature tool to raise the temperature in the door camera to 100 degrees or more. If he appears in the office, look away from him until you hear him fade away. He will fade in when he spawns in the office, but when fully visible he will kill you. Finally, he may also infect the cameras with a virus. Use the Antivirus tool quickly before the virus fries the cameras.
Monochrome (Night 6): Monochrome will wander around the building, eventually coming to your room. You'll hear a distinct audio cue when he's at the door. When the audio plays, quickly hide under the desk until he walks in and leaves. If he attacks from the normal vents, you'll hear a bang. When you hear that bang, flash your light at the vent to scare him off. Finally, he may attack from the ceiling vent. To check if he's there, use your light when looking at it to shine it. If he's there, hold SHIFT to hold the vent cover closed until you hear him crawl away. (He cut the power on this night so therefore you can't use the cameras or door.)
Monochrome (Custom Night): He'll start in the basement, kitchen, main floor storage room, dining area, or the men's restroom and can attack via the door and vents. If he's at the door, lower the temperature to 60 degrees. If he's there with Inverted Dark, prioritize Inverted Dark. Locking the door won't do anything other than block that entrance. If he goes in the main vents, hide under the desk and hold your breath to avoid him. If he attacks via the ceiling vent, he's dealt with the same way as Night 6. He can't be lured by the audio and will always have a set path from where he starts to you.
I know that's a lot of information to take in, but like I said, some things will be changed later.
Another plan I had for the game, although it'll be more likely get scrapped to be honest, is a hard mode, similar to the hard mode of Five Nights at Sonic's 5. There isn't much work that's been done on it though, just made the title screen more red and say hard mode, that's it.
That's going to do it for now. There will still be a lot of other things done to the game, but I won't be able to work on it for a bit seeing as I'm gonna be moving soon. I'll see what more I can do, but chances are it won't be much until I move.
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