Firstly, the two hallways.
This was the idea I came up with before anything else. When me and my wife were binging some gameplay of the series, I saw that in the recoded version that the panels for generating power and winding up the music box were on the opposite sides of the office. Because this game used the environment of ONAST3, I had the idea; what if the hallway from the original was brought back, AND there was a completely NEW hallway on the right, with the generator and music box being on each?
As for which characters'd be in those roles; I had chosen puppet for the music box because yeah, and Nightmare Fredbear (onast3) for the generator, as he was a music box character in the original onast3.
Afterwards, I had begun work on practically the two main faces of ONWYN: Nightmare toy Fredbear and Nightmare toy springtrap.
The idea I had for them was also simple; each of them would come from one hallway, with you being able to stall them by simply looking at them. Also, to make the locker a little more interesting than simply "put it on when they suddenly appear", I made it so that they won't be deterred by it unless they're really close to your office. I know the concept of "i made them wait a little bit" isn't the most complex thing ever, but I'm happy with how it turned out, at the very least.
Now, then came Nightmare Springtrap and nightmare toy freddy. The non-golden ones, specifically. I don't remember what lead me to giving them the fnac3-style standoff thing, but I do remember that I wanted to give them something different than the locker, as while I did do some fun things with it thus far, the hard part to admit is that there's only so many cool things you can do with a freddy mask and no camera.
(Sidenote, if you're wondering why I dumped the technology almost entirely, it's because I also couldn't think of a way to make them interesting, and because I wanted to make this feel more like a proper fnaf 4-style loop)
Anyway, my solution was just to give them the standoff as mentioned before. Toy freddy being really slow to get in and slow to get rid of, and springtrap being faster to get in, but also being quicker to stomp out. Springtrap I'm especially happy with, as he sort of functions as a way to lopside how much time you spend winding the music boxes, as stalling him will reverse his progress, but that will also deny you time to wind the other box. Again, nothing mindblowing, but I'm still happy with how it's all come together.

Second to last is the new one. From the very beginning, I didn't want to make the new one a mere golden freddy character. I wanted to give a character with three heads a mechanic that would suit someone as nutty as him. And then it hit me: What if I made him explode? Thus, I decided to make him into a bomb where every time you put on the locker, his "fuse" gets closer and closer to setting him off. After the fact, you need to stand off against each one of his heads in the three hallways to get him back into your office. Of all the characters, this is definitely the one I'm most happy with, at least in terms of mechanics.
But of course, there's probably one character among the others that you're thinking of that I've shown off for this game:

This fucker. Firstly, you're probably wondering: Why is he here? To that I say;

Fake ONWYN fan.
Anyway, the idea behind baldi's mechanic was pretty simple; just put make him act exactly how he does in baldi's basics, requiring you to hide in the locker. There's not really much to say other than it was something I wanted to do, so I did it, and the result is something I'm most certainly satisfied with. For fun, I even implemented the little event TV from Plus for when he appears, and also his "I know you're in there!" line from the same game if you hide in the locker too late. And, he works pretty well too. I half expected him to ruin everything, but as long as you can get the timing down, you can deal with him easily and quickly.
Well, that's that for this commentary, I think. There's not really much else to say. Hope to see you soon, as always
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