Game
POPGOES Evergreen

1 year ago

POPGOES - Weekly Update + Fanart Showcase (06/01)


Hi everyone,

Welcome to another weekly devlog for the POPGOES series! I have some small things to talk about but first here's some fanart!


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by kamuta0 - (Source)

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by jonhka - (Source)

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by himuhino - (Source)

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by ketraline - (Source)


GJ Awards:

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To start things off, I want to let you guys know that the GJ Awards nominees have been chosen and can now be voted on by you guys on Game Jolt's community! I'm honoured to be nominated for multiple categories, including some I wasn't expecting at all.

If you're interested in voting for me or POPGOES Arcade for any of these awards, you can check out their respective posts here:

Fangame of the Year - POPGOES Arcade

Game of the Year - POPGOES Arcade

Fangame Developer of the Year - Kane Carter

Meme Master of the Year - Kane Carter

Grooviest Tunes - Kane Carter

Based Beyond Belief - Kane Carter

Online at All Times - Kane Carter

One of the POPGOES team's amazing artists, Ellie / StupidButterfly, has also been nominated for the Fan Artist of the Year category! She is the person behind all of the cartoon character artwork that you've seen for POPGOES Evergreen, including the posters, trading cards, and more.

She does tons of her own artwork and other FNAF fanart as well, which you can check out on her Game Jolt and her Twitter. The post for Fan Artist of the Year is here:

Fan Artist of the Year - StupidButterfly

I want to thank everyone for nominating for me, POPGOES Arcade, and members of the POPGOES team! I encourage everyone here to take a thorough look at all of the nominees, and the other categories, and vote on your favourites!


POPGOES Evergreen:

Unfortunately I have very little to share for Evergreen this week, again! Garrett has sent the most recent environmental model to NeeTroo for them to take over for the time being. Garrett is now back working on the pizzeria area and I have set up a giant list of renders that we need for the main night gameplay. For anyone who has played the original POPGOES, you'll know that Popgoes the Weasel appears in the game a shit ton. I mean, the amount of unique renders he has is kind of ridiculous. And he'll have even more in Evergreen.

Every single character render in Evergreen's pizzeria section needs to have the character placed in a location that is pitch black when the lights in the room are turned off. Meaning when the lights in the room flicker, a character can appear or disappear from a very dark area seamlessly. They won't pop into view - they'll teleport into the room while the area is impossible to see. THIS in itself is a massive challenge; finding locations in every room that are dark enough, and large enough, for an animatronic to appear. Thankfully every room was made with this in mind, but still takes a while to find good positions for everyone!

Another thing. In the original game, the "office" was divided into four views (we'll ignore the vent view here) and they were rendered as simple "perspective" renders. They were flat, and when you turn to view another angle, the image just changes suddenly. In Evergreen, the "office" is rendered as a giant panoramic image, which is then distorted in Clickteam Fusion into what LOOKS like a "perspective" image. This distortion needs to apply to everything, including the camera renders that will appear on the monitor in front of the player. Meaning... every single camera, and every single overlay (like a character) needs to be rendered ONTO THE MONITOR before we turn it into an image that can be put into Clickteam. Why? Because it also needs to be distorted! This may sound confusing but if you know how panoramas work in Clickteam you should get the gist of it. It just means that this process for making in-game renders is quite complicated. But we do have some shortcuts for it.

Last thing I'll mention about preparing gameplay renders, is the window. My goodness, the window in Evergreen is really unique and quite hard to wrap our heads around. Basically the time of day can change in Evergreen (it'll be most noticeable in the planned "Endless Night" where you'll literally play into daytime), which means we need to have the sky change colour next to the player, and stuff like that. But there's also an animatronic outside the window that can move. And maybe moving clouds? And maybe rain...? We'll experiment with this in the coming months. It might end up being simpler than initially planned, if only to prevent the game being pushed to 2026...

As for actual progress, we've had some minor updates from Jayfer, Alexis, Ellie, and Radiarc has also FINISHED the post-night section music. Unfortunately I really have nothing that I can show. But I've actually had some complaints after the Dawko demo that I've been showing off too much content for Evergreen. I don't necessarily agree with this, but I think it might be a safe bet to slow things down for a bit, while we work on picking up the pace internally. Hope you guys understand!


Merch:

I have an update to share for the Hex Popgoes plushie! So, the latest version that Dawko showed off in his charity stream looked like this:

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Which I already think looked pretty damn good! But some people thought it looked a little unfriendly. He also had a very big chin.

Regardless, there have been some changes to the design (mostly the head/face), and this is the newest iteration:

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This version has a lower face and a (much) smaller chin. The green used for his waistcoat and tie is also a more reasonable dark green colour. I think this design captures a more goofy, approachable style, a bit like the Funko plushie. I also think the corduroy material makes him look quite old-fashioned, which sounds detrimental to his futuristic concept, but I actually think it's a nice contrast from the other merch products that he has so far (and is planned to get in the future).

I have made two very small suggestions for this iteration, which I hope Hex is able to honour, though it's not confirmed yet. And these are...

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  1. Give him SOME of his chin back... lol

  2. Slim him down a bit. Popgoes is meant to be quite tall and skinny (though it still needs to fit the chubby Hex archetype).

However, other than this, I think this plushie is pretty perfect. It's exactly how a Hex plushie of Popgoes SHOULD look in my opinion. The printer lines have been executed really well and it gives him an EXTREMELY unique look. If we make plushies for the other POPGOES characters, it'd be such a cool way to distinguish them from the other Hex products.

But what do you think? Are you happier with this newer version? Do you agree with my points? Share your feedback, because Hex is doing their best at making super high quality, premium FNAF products. I appreciate their skill and patience!


Merch (again):

TONS more of you are now receiving your Youtooz figure of Popgoes. It seems like there were some delays with this particular product (no idea why) and about half of those who ordered a Popgoes figure had to wait a bit longer to receive it. Including myself!

Here are some photos that I've been sent on Twitter:

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Credit to waluigi_pinball, StarStreak12, DatMLGSonic, bouggy_h, RealZombinaNeko, SleepyyBox, Cygnint, Theonethatgi151, TJP_00, N1kk1N00d13, JacksonMerril16, Tristanmirand15, KylarPlayz, Lefteyedbear, Mantis_Friend, FuntimeFreddi13

Thank you to everyone who bought a Popgoes Youtooz! If you still haven't received yours, it's very likely still on the way. I still get plenty of notifications every day of people receiving theirs!

Youtooz were a great company to work with, and I'm very excited about the upcoming POPGOES pins, AND MORE!


Alrighty, thank you everyone for reading. Remember to vote in the GJ Awards, and keep the fanart coming! Hope everyone has had a good start to the new year.

- Kane

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