Game
Treasure Island
7 months ago

"Make Devlog 2"


Okay okay, fine. I'll do it.

Since our last in-depth Devlog, we've made some progress on the game. The past few months have mainly focused on the development of FNTR, but now that it's finished we are slowly putting focus back on Treasure Island. As stated in "a semi serious video" on our YouTube channel, things have been slow and there hasn't been much done recently, but before the focus went fully to FNTR we made enough for me to feel comfortable about taking a break and laying off until I feel the motivation to go into full work mode again.

In the coming months, I would like to slowly work on getting ourselves back into full production, regardless if my brain likes it or not. I figure working on this game would be a lot more enjoyable than spending the majority of my weeks sitting in bed waiting for things to be different magically. I am trying my best to make sure we stay on track so we can reach the Dec 1st deadline. If we don't make it to that date, please don't worry, the game will be finished no matter what. Maybe not December, but definitely not never.

For this, I would like to talk in-depth about a few spoiler topics, so for those who would like to try to keep the experience of playing this fresh I recommend you stop reading here.

Memories Mode

In my opinion, Classic Mode in FNaTI 2020 is probably one of the worst things to be featured in the game. It's cool for about 5 minutes and then becomes tedious. Normally I'd just brush something like this off, but since that mode is required to beat if you want some of the Custom Night exclusive characters, it needs an update for this.

The big question that arises is: how do we make that better? 

Well, there are 5 nights in classic mode dedicated to 1.0... What if we made those 5 nights the different versions of FNaTI that we got over the years (minus the 2020 game of course)? And that's what we're doing now.

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We'd like to introduce Memories Mode! As you progress through the nights, you get a new version of the game that corresponds with each night number. Night 1? 1.0! Night 2? 2.0! And so on... This also makes each night memorable, as they're their own little mini-games.

Each night is incredibly accurate to what the full version would've ended up like if released, all packed into one night each. We've gathered input from Anart and Stella to make things as faithful as we can to the versions they worked on. Some nights will feature new models we've made under the direction of the version developers, some new mechanics, etc. This of course means that some nights feature accurate recreations of the versions that didn't even get to a fully playable state, namely 4.0/5.0, so look forward to that as well.

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I've played some builds of the mode already (it's nearly finished) and it's actually fun! Normally I feel incredibly nauseous playing any of the old FNaTI versions, but the one-night format really works in their favor. I think players will get a kick out of it.

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Custom Night Roster

As you all know we always put custom night-exclusive enemies in our games. This keeps the replay value high and makes Custom Night a lot more interesting. FNaTI 2020's custom night roster is a little odd and we've decided to make a few changes to it to line up with the new mode, as well as please some fan requests. With Memories Mode involved, it also gives us an excuse to include even more (insert charm joke here)

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For those who can't tell what each character is (for whatever reason)

  • Mascot Photo-Negative Mickey (ABD)

  • Classic Face (1.0/2.0)

  • Classic Photo-Negative Minnie (1.0/2.0)

  • Willy (3.0)

  • Ortensia (4.0)

  • Sparky the Dog (5.0)

Each character has adjusted mechanics that make the gameplay loop more challenging and interesting! Don't expect more camera shut-off characters, unlike the 2020 game...

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Pirate Caverns

As with all FNaTI versions, Pirate Caverns has been a huge undertaking for us. Our goal with Caverns this time around is to bring it on the same level as the Utilidors in Oblitus Casa, minus the full-on free-roam aspect. The new Pirate Caverns will be full 360 point and click free roam. Each floor of the Caverns will feature puzzle solving, as well as new segments in the gameplay to keep it fresh and engaging.

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So far we are halfway done with the first floor. We have yet to begin on Floor 2. The Caverns are likely going to be the most graphically detailed part of the game, as we have to fit every side of each room on the floors with props galore. This is the primary reason why we're still stuck making Floor 1, but I promise regardless of how long it takes it will be worth the effort in the released game.

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What's Left To Do?

I believe I've been slightly misleading with how much progress we've made on the game, as it seems a lot of you are under the impression we're halfway done with the project. This is not the case at all. Sadly, we aren't even fully finished with all of the Staff Building cameras! We still have to finish the Kitchen, Storage Room, and Bathroom. After we finish each camera, we do the necessary renders for it, then program it all into the MFA. Then, imagine doing that whole process but for something like Pirate Caverns when it comes to that... Yeah, it's a lot, and even then I'm probably underselling how much we have to do.

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I have the slightest bit of doubt that we'll be able to finish this in time for December, but please know we are working as hard as possible when the opportunity is there. Just because we're quiet sometimes doesn't mean the game is dead! Just be patient. We'll get there eventually, even if it takes longer than expected.

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Well, that should cover everything for now. I have no idea how to close this Devlog, so uh... Brian Wilson

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