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What do you think?

Holy shit, The Return To Freddy's 3 VR?!
Finally, the best game in the series gets a VR port

God please yes.

So fucking hyped for this

VIGO IN VR!!!!

Cool

Note: this game has only been tested with a Quest 3.

Warning

This game contains a lot of flickering lights, which can be turned of in the settings menu.

This game will be on Side Quest.

Requirements

  • A VR headset with at least 2 controllers.

  • A VR headset with Controller tracking.

  • Minimum System Requirements (Quest)

    • TBA

  • Minimum System Requirements (PCVR):

    • TBA

What is this?

A remake of The Return to Freddy's 3, in VR.

Every 3D model's poly count has been greatly reduced with little to no details lost.

The animations in TRTF 2 VR where kinda bad because every animation was made in Unity. So now, every animation will be done in blender instead of unity.

What's changed? (WIP)

Due to the original TRTF 3 being kind of rushed in it's gameplay. There will be a lot of changes to the animatronics' AI and balancing.

Doors will now be visible in the cameras.

The animatronics will move through the cameras in real time.

No unfair deaths.

The maintains panel now works faster

The game will have 2 different modes "Balanced": for players wanting to experience the game in a balanced way and fair. "Original": for players wanting an experience that is faithful to the original.

So every change from below here will be only in the "balanced" mode.

Death hints.
The maintains panel can be closed while an error is being fixed. But doing so will cancel any errors being fixed.

The Corrupt signal will work instantly like in the original. But will be on a cooldown instead of a timer that prevents the player from closing the panel.

Instead of causing the player to hyper ventilate, the lights will start to flicker once the lights system goes out.

You now have to click on the door seal icon to close a door instead of double clicking a camera.

Doors can be reopened.

Progress: 11%

Credits

(I'm only crediting things that I did not make)

Animatronic models by: kingofbut (On DeviantArt)

Bonnie, Vigo, and Foxy model optimizations by: @OfficialLobsterDog

VR hands by: Muddy Wolf (On YouTube)

Other Notes

  • A majority of sound effects from this game are ripped straight from the original TRTF 3.

  • There will be no TRTF 4 VR at least not one made by me

AI changes

(the number by the text is the position value.)

(Original) Locked Jaw: 

(Becomes active on night 2)

0. Offscreen Camera 10

1. Camera 10

2. Camera 9

3. Camera 8

4. (Downstairs) Camera 6

5. Camera 5 (Goes back to Cam 6 if the door is closed after 3 seconds)

6. Camera 3

7. Camera 2 (Goes back to Cam 3 if the door is closed after 3 seconds)

8. *peaks into the office from the other side.

8/9. *Stops peaking after one second or when their AI position reaches 9.

9. If the monitor is pulled up once his AI position reaches 9 he will run behind the monitor.

9. Death (If you look at a certain position in the office.)


(Balanced) Locked Jaw:

TBA


(Original) Kitty Faz Cat:

0. Camera 7(Sitting)

1. Camera 7 (Standing up)

2. Camera 4

3. Camera 1 (Goes back to Cam 4 if the door is closed after 3 seconds)

4. Camera 2 (Goes back to Cam 1 if the door is closed after 3 seconds)

5. Death (after 15 seconds)


(Balanced) Kitty Faz Cat:

0. Camera 7 (Sitting)

1. Camera 7 (Standing up)

2. Camera 4

3. Camera 1 (Goes back to Cam 1 if the door is closed after 3-6 seconds)

4. Camera 2 (Goes back to Cam 2 if the door is closed after 3=7 seconds)

5. *Peaks into door way

6. Death (after 5 seconds)


(Original) Bonnie:

0. Camera 7 (offscreen)

1. Camera 7 (Standing up)

2. Camera 4

3. Camera 1 (Goes back to Cam 1 if the door is closed after 5 seconds)

4. Camera 2 (Goes back to Cam 1 if the door is closed after 5 seconds)

5. Death (after 15 seconds)


(Balanced) Bonnie:

0. Camera 7 (Sitting)

1. Camera 7

2. Camera 4

3. Camera 1 (Goes back to Cam 1 if the door is closed after 3 seconds)

4. Camera 2 (Goes back to Cam 2 if the door is closed after 3 seconds)

5. *Peaks into door way

6. Death (after 10 seconds)


(Original) Freddy:

(Becomes active on night 2)

0. Camera 10 (offscreen)

1. Camera 10

2. Camera 11

3. Camera 5 (Goes back to Cam 11 if the door is closed after 3 seconds)

4. Camera 6

5. Camera 3

6. Camera 2 (Goes back to Cam 3 if the door is closed after 3 seconds)

7. Death (after 15 seconds)


(Balanced) Freddy:

TBA


(Original) Foxy: 

(Moves Back no matter what when the corrupt signal is pressed.)

(Becomes active on night 2)

0. Camera 11 (offscreen)

1. Camera 11(Goes back offscreen if the door is closed after 3 seconds)

2. Office Hall

3. Death (If camera is open)


(Balanced) Foxy:

TBA


(Original) Chica:

(Moves Back no matter what when the corrupt signal is pressed.)

(Becomes active on night 2)

0. Camera 6 (offscreen)

1. Camera 6 

2. Camera 3

3. Office Hall

4. Death (When camera opens)


(Balanced) Chica:

TBA


(Original) Vigo:

(Moves Back no matter what when the corrupt signal is pressed.)

(Becomes active on night 3)

0. Camera 10 (offscreen)

1. Camera 10

2. Camera 8

3. Office Hall

4. Death


(Balanced) Vigo:

(Moves Back only when in the hall when the corrupt signal is pressed.)

(Becomes active on night 3)

0. Camera 9

1. Camera 10

2. Camera 8

3. Office Hall

4. Death

Tags

#vr #other #fangame #horror #fnaf #survival #strategy #trtf



teen
Cartoon Violence
Fantasy Violence
Animated Bloodshed
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All of the animatronics have all been programmed in. But their animations need a lot of reworking.

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cam 11

Wow, I was not expecting to surpass 100 followers in just 5 days!

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More early gameplay of TRTF 3 VR

The in-game reason as to why the doors takes longer to close than open is to prevent people (or in this case animatronics) from getting crushed by the doors.

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