Game
πŸ’«πŸŒŒ-=-The Milkyway Archive-=-πŸŒŒπŸ’«(Non-Profit)
1 year ago

Explaining all the games (PT.1)


Okay, now that I've uploaded all the scrapped projects of mine that I could find, It's only appropriate that I explain the games themselves, their lore, and what I had planned for them, as there Isn't a lot to chew on with the games alone.

First, we have Trapped Within Nostalgia mode reimagined!

This was a small test game that I planned to release as I was developing the older version of Lament.

The purpose of this game was to test things out of course, but to also give my take on Nostalgia Mode without having to make a full version.

There wasn't any story planned for the game, but there was quite a bit of gameplay that I sadly never got around to making. First, was the tv and vhs system.

I wanted to give a unique way for the player to learn how to deal with the VIRUSES, so, I decided to put the mechanics of each character on a vhs tape that the player could then watch on the tv.

The vhs tapes would actually be similar to Poppy Playtimes tutorial tapes, just different of course. Each tape would've had a unique Icon of each VIRUS drawn by @_Purp_, here's the one of VIRUS Wario, aka, the only one he finished:

image.png

Finally, the tapes would have simple AI voice lines which would have the same voice as Gabriel from the Mandela Catalogue.

The mechanics I planned for each character however were Indeed finished, at least for some things anyways. The way they would work Is as follows:

VIRUS Wario and Waluigi would appear on the cameras before approaching the player's office, with Wario taking the left door and Waluigi taking the right.

Despite their different paths, the two would work the same, using one of two tactics when at their corresponding door.

If the player hears nothing from Wario or Waluigi, then they must press the big red button next to the door they're at (button was never Implemented), to flash the hallway and scare them off.

If successful the player would hear the scream of the brother they warded off.

If the player were to hear breathing meanwhile, then they would have to hold the door shut until they hear footsteps. Catch Is though, the player has a breath meter, which will drain the longer they hold the door shut.

Once the meter Is fully decreased, the player will stop holding the door to catch their breath. The player would then have to wait until their breath meter fills up In order to hold the door shut again, like the Laptop battery from onaf 2.

The next mechanic Is the button Inside the backroom which closes off the door. This would be used when Bowser enters the front of the office, or when Toad leaves his closet.

The door would work similar to the breath meter, whereas It will drain fast when kept shut, and once drained, will not only open the door, but also not let the player close It again until It fills up.

Lastly for this game, the VIRUSES themselves. Sadly, I never finished the designs for the rest of the characters outside of two versions of Wario, and one of Waluigi, here they are:

image.png
image.png
image.png

The next game up Is Abyss, a side project I was working on meant to be my version of fnaw 4 with a 1930s spin:

abyss-_logo.png

The game originally started as a Smoke's fan game and was meant to take place Inside of a theater before I quickly scrapped the Idea due to It not making a lot of sense.

I then came up with the game being set Inside a 1930s home with the player being put In the shoes of a housewife who, like Richard, dreamed the events of the game.

Outside of that, the rest of the story was never finished.

The enemies of the game actually consisted of the exact VIRUSES from Nostalgia Mode reimagined. At the time, I had stopped all work on the project, yet didn't want to let the VIRUSES go to waist.

Side note, the game was also heavily Inspired by @thatdoggocalledray 's Switched In Time two, In the regard that the enemies would be similar.

The mechanics of the game were mostly planned out, more so than Nostalgia Mode's were anyways.

The first mechanic was the battery on the remote. Not only did the batter drain faster, but also Instead of It being permanently dead, the player could actually replenish It via a battery found In a cabinet.

The player could only do this three times however, as only three batteries would be available In the cabinet per night.

The brightness mechanic would remain pretty faithful to the original, except with some changes. If the player were to see Wario In the background of a channel, then they'd have to turn the brightness on the screen down.

If he appeared close to the screen meanwhile, the player would have to turn the brightness up. (Side note, I came up with some logic for how characters In the tv would see the player's efforts to hold them back.

Since Wario Is In the background when the player has to turn the brightness down, then Wario won't be able to see, as he Is In the back where lighting Is scare, but also due to him being far away from the screen.

When he's close to the screen meanwhile, the blinding light scares Wario off as It surprises him.) Waluigi, like In week two of fnaw 4, would Interact with the player outside of the tv, via the front door of the house.

The player would have to check the eyehole of the front door constantly to see If Waluigi's there. If he his, the player would have to hide underneath the couch until he leaves.

On night 2, Mario would be Introduced like In the original with the same mechanic, I'll be It tweaked a bit. When the player turns the tv off to look at Mario, his eyes would be one of two colors, red, blue, or green.

Similar to Bendy And The Dark Revival, color would be Introduced In various ways, such as this one.

Depending on what color Mario's eyes are, the player would have to go to the Radio channel and play the song corresponding with the color of Mario's eyes to ward him off.

Next game Is Music & The Macabre, my attempt to make a simple yet effective fan game that would be a mix of fnaw and Nintendoland:

music_and_the_macabre-_logo.png

The game was going to be something entirely original with unique mechanics, story, and character designs.

The plot followed a different version of the fnaw timeline, where we follow a witch coven that worships entity 01. The coven targets a business Wario opened at the time, that being a theater.

One night, the coven raided the theater and killed everyone Inside before using their sacrifices to summon entity01. This backfired however, as entity01 betrayed them, resurrecting their recently killed victims and using them against the members of the coven.

They fled the building, hiding out before the theater eventually was searched by police the following day, only to find nothing.

After the theater reponed under new management, the coven sent Emma, one of there members who In this timeline wasn't the VIRUS under the guise of a security guard.

Her task was to exorcise the building of entity01 and his demons over the span of five nights, all the while entity01 and his minions attacked. The mechanics for the game consisted of simple and more complicated ones.

The first mechanic was the Invisibility mushroom. If the player were to hear footsteps outside of the door In the front of their office, then they'd have to eat the Invisibility mushroom to vanish until the entity In the office leaves.

Next was the backdoor which worked similar to the gate from fnacc rebooted. First Is the light, which had a meter that would decrease the longer the player keeps the light on for. Once the meter Is out, the light bulb will shatter, leaving the player without a way to check the hall, forcing them to use sound cues and the cameras to see If enemies are close to the backdoor.

Next Is the gate Itself which works similar to the door mechanic from Nostalgia Mode reimagined. That's not all though, as the gate would also need to be charged up In order to prevent the enemy on the other side from lifting the gate up and crawling on the other side.

To charge the fence, the player would need to open the breaker box and charge a meter.

As for the complicated mechanics, I didn't develop them a lot, but I did plan for them to be magic based, where as the player would be able to use a ritual book to cast spells that could ward off enemies.

Lastly for Music & The Macabre, the characters. They originally started off as the carved, overly edgy models meant to look like generic corpses:

carved_wario.png
carved_bomberman.png
carved_ness.png

Eventually though, I got the Idea to base each design off of a theater character, and while I didn't do this with every character, I did do It with Wario, making him look like Dracula:

music_and_the_macabre-_wario.png

That's all for now, I'll do a part two of this post for Damned Horizons later. Cya πŸ‘‹



3 comments

Loading...

Next up

[ Test Render of Puppet Candy ]

Aaand here it is!!! The new clown Foxy!!!

Thanks for the 200 followers!!!

Short intro of us πŸ’•βœŒοΈ

We're an eletro duo based in Seoul πŸ‡°πŸ‡· Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era πŸ’½ CD listenin πŸ“Ÿ beeper beepin πŸ’Ύ floppy disks floppin days 😎

Stream now! 🎧

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. πŸ˜‚

What's coming out of your own improvs? πŸ€”

#Pecaminosa | #IndieDev | #OST | #Jazz

Smile! Here, take some happy pills! βœ¨πŸ’Š #Blender #3DModelling #3DArt Buy me a Ko-fi: https://ko-fi.com/barbarafb_

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Fan art for Foolish I'm feeling kinda better so I drew this

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

Heya! I wanted to show some gameplay progress i made so far. I hope you like it ^^