10 hours ago

My Personal Vision/Concept for a TRTF5 Remake: The Story Will Be Based on My AU


The game will be developed using UE4 or 5. The main menu will resemble the TRTF5 from the UE4 era, but without the COOP MODE and GPD MODE buttons. COOP MODE has been completely removed, and GPD MODE will be accessible within the Extras menu. The spacing between the remaining buttons on the main menu will be increased. The logo will retain the serif font logo from the UE4 era, but a subtitle in the same color, using the Trajan Pro font, will be added at the bottom: "- THE FINAL CHAPTER -". The main menu music will be more reminiscent of Amnesia: The Dark Descent, though it won't be a direct copy.

Upon clicking STORY MODE, a cutscene will begin. Overall, it will be similar to the Prologue cutscene in Amnesia: A Machine for Pigs (Where starting STORY MODE triggers a lengthy Prologue cutscene). It begins in darkness and silence, slowly fading in and out white Trajan text: "Tyler Edmund Ahlström\n Presents". After a few seconds, the Ponikitty Studios text logo fades in and out. A few seconds later, blood-red Trajan text fades in and out: "Life is nothing but a butterfly's dream...". After another few seconds, a cold, aged, authoritative male voice is heard: "What do you want to prove, Carson? You can't fix the past... Do you really want to end up the same way as your ancestors?" accompanied by the faint sound of factory machinery in the background. This is followed by several consecutive sounds of industrial lights flickering on, dimly illuminating a vast, enclosed underground factory (this is the underground factory). It's filled with inactive assembly lines, pools of dried blood on the floor. Our camera is positioned low, looking up. Against a far wall stands a gigantic iron machine, connected to numerous industrial pipes, cables, and assembly lines. It's adorned with many display screens and features numerous valves, pipes, emergency lights, indicator lights, etc. (This is The Machine). Several pipes from this machine connect to a robot sitting on the ground, its outline barely visible (this is Carnage). The environment fills with rumbling noises, sounds similar to (but not exactly) caving in, sounds similar to (but not exactly) shattering, sounds similar to (but not exactly) explosions, the grinding of gears, and faint, agonized wailing. The scene begins to shake violently as the machine starts operating. After a few seconds, everything fades to black.

Then, we dimly perceive opening our eyes and slowly straightening up. We are sitting in a bedroom, experiencing the game from Carson's first-person perspective. He is still groggy and dizzy, with his own dialogue complaining about having another nightmare. We then enter a playable segment. As Carson, we must explore his house, eventually get ready, prepare our things, and make our way to the garage, looking at the silver car before us. The scene fades to black again. During the few seconds of darkness, extremely faint, high-pitched metallic scraping and gear grinding sounds can be heard. After this, a solemn, sweeping orchestral piece begins, accompanied by faint bell tolls and some epic, wordless female vocals. Amidst these sounds, the TRTF5 text title logo slowly appears – the same light gray Trajan font logo as on the main menu. The music slowly ends, fading back to darkness. 1.5 seconds after total darkness, the Prologue cutscene ends.

We are now outside the building, in an old industrial district and decrepit part of San Francisco at night. It's dark. The distant skyline of Silicon Valley and its lights are visible. Our car is parked nearby. We stand outside the gates of the old Fazbear Inc. headquarters building complex and its plaza. The plaza is large, overgrown with lawns, with a gravel path and a few lampposts emitting dim light, each with three lamps. There are also a few crates in the plaza. In the distance, the massive, dark, dilapidated building with peeling paint is the old headquarters complex. We can explore this area, even until dawn if we wish. To officially enter the game, we must approach and interact with the door of that dark building.

During the actual game, we will survive and explore 11 floors within the decrepit Fazbear Inc. headquarters. The Slaughter Machines' models will be based on the final versions (but they will need to be optimized/baked to ensure smooth performance without lag), not the ones from the UE4/Pre-Release era. There will be more puzzles and complex maps/scenes. Most environments will resemble a Cold War-era factory, not a Victorian-era wine cellar, as the latter wouldn't fit any background setting (whether in my AU or TRTF Lore). The Slaughter Machines will have smarter AI. They typically walk slowly, patrolling the building methodically. If they spot us visually, they will pursue us at a speed faster than our running speed. Due to speed and stamina, running isn't a viable way to escape; the only option is to quickly find and enter a hiding spot. If they hear us (if we make a loud noise), they will rush towards the sound source at a speed between walking and running. They can also see us in the dark. They will be around three meters tall. Furthermore, if they lose track of us, they will search nearby hiding spots. To hide, we must crouch and remain completely still inside the hiding spot. After they finish searching, we must wait a while for them to leave before coming out. Also, if they are nearby but haven't seen or detected us (e.g., their back is turned), the best course is to turn off our flashlight and remain still, or crouch-walk away silently. Yes, they will be the primary, lethal threat in the game.

We will also need to collect various items. Some will help uncover parts of the Lore, while others will be revealed through minigames. We will have an inventory system. Access between all floors will be via an elevator. At a certain point in the game, we must descend to the Drainage Systems Section A to find something/activate something to progress. Upon reaching the eleventh floor, a cutscene will trigger. An aged Alison will be standing there, delivering a speech about his utopian blueprint and asking us to join him. We will fire a single bullet, hitting him in the forehead. We then pick up his keycard. As the cutscene ends, we will descend through a hidden door to the underground factory.

Upon actually entering the underground factory for the first time, it will be accompanied by the same industrial light-flickering sounds from the Prologue cutscene. We must navigate through numerous assembly lines and pools of blood to reprogram The Machine to initiate the building's self-destruct sequence. Upon our confirmation, the self-destruct will begin with small C4 charges, and the building will start to shake and tilt as the explosions escalate in power. The underground factory will begin to collapse. This leads to the ending cutscene. We will have the choice to approach Carnage and be dragged inside it, suffering a torturous death, thus fulfilling the prophecy. The Slaughter Machines will then burst out of the building, bringing doom upon the world. Then, the credits will roll.

For Carson's model, it will resemble his appearance in New Desolation. Alison's model will feature a navy blue suit, a long black trench coat, a black fedora, and black shoes.

Regarding GPD Mode:

The enemies here are not the Slaughter Machines, but Animatronics. Lockjaw, Freddy, Bonnie, Chica, Foxy, and Katie are the primary threats for the six nights.

· Lockjaw requires you to select a camera and play audio to lure him to that specific room, similar to Springtrap's mechanic.

· Freddy needs to be flashed with the flashlight in his eyes when he's about to enter the office from the front hall.

· Bonnie and Chica require using the stage call function when they are about to enter the office from the front and back halls, respectively.

· Foxy will have a mechanic similar to the Puppet's music box.

· Katie functions like Freddy but appears in the back hall.

· I haven't figured out the rest of the mechanics yet.

  After completing the sixth night, a special mode will unlock. We will play as Lockjaw, with a monochrome, high-contrast vision. We can only move when static sounds occur. We must reach the security office and eliminate the security guard before 6 AM.

Regarding Minigames:

There will be a substantial number of minigames, designed to be more obscure and difficult to interpret.



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