Game
Ultimate Custom Night VR

3 years ago

1 Year Progress Update


Hey everyone, it has been almost a year now since I have announced Ultimate Custom Night VR, and I wanted to update you all on development status, answer common questions, and explain why it has been taking so long to make this game.


First off is the status of the game. Right now there is almost no actual gameplay programmed in. The W.I.P videos are mainly to show the animations of the characters, cool concepts such as the Old Man Consequences easter egg or the Puppet crawling out of the monitor, and give a general idea of how the game will look.

I believe the visuals and how this game will look are more important than the mechanic aspect, especially since all the mechanics from the original game will stay the same in the VR version. That and the programming aspect of this game isn't really that difficult nor time-consuming. Frankly, the most challenging thing I expect to do is to make sure none of the models clip into each other, and even that isn't really difficult. What is time-consuming though is the animations.


There are in total 59 animatronics, (The default 50, the extra 6 you get from doing 50/20, Dee Dee and XQR, and Fredbear). Of these 59 animatronics, only 3 of them have 0 animations. Old Man C, El Chip, and Phone Guy. The rest have either jump scares, unique animations, or both.

Currently, these are all the unique animations that have been completed.

completed.png

It might not seem like a lot but it is roughly 30 different animatronics with a total of over 8000 keyframes of animation in the span of one year.

These are all of the unique animations that are left.

inprogress.png

This doesn't even take into account the jump scares either. This is the current progress on jumpscares.

jumpscares.png

Really what I'm trying to say is that these animations take a long time to do and personally I think it's worth the time it takes.

The large team of extremely, extremely talented animators have put a lot of effort into their animations even while having their own personal lives. I can not express enough how thankful I am to work with them. They are the main reason why this game is even possible and I want to make sure that they are not rushed or overworked even if it means another year of development.


So now the common questions.
Q: "How do I download the game?"
A: You can't yet.

Q: "Will this be ported to the wireless Quest?"
A: Yes after the PC VR version is released

Q: "Can you make a non-vr version?"
Answer:

Q: "Will [Insert feature here] be in the game?"
A: If it was in the original, then it will be in the VR version.

Q: "How will [Insert mechanic here] work?"
A: Same way it works in the original but just in VR.

Q: "When will you release the game?"
A: The game will release after I finish the development of Pizzeria Simulator VR as well as release it to the Quest. Once that is done, the next Fnaf VR game that I will work on is UCN VR. Once this game is completely done, I will announce the release date.

Q: "If the game isn't out, why is there an FAQ?"
A: The reason for the FAQ is because all of my Fnaf VR games use the same VR SDK system. As such, I copy and pasted the FAQ from SLVR and pasted it for all the other VR games. I plan on updating the game pages before release.


That's pretty much it for this progress post. I want to thank you all for the support that you have given throughout my time developing these fangames, and I will make sure you all will receive an amazing VR port.

The next W.I.P video will most likely be the last, and it will be huge, featuring all of the animations from the previous 4 W.I.P videos, as well as a lot of new animations too. Here are some of the animations from it.

foxy.gif
wchica.gif
fredbear.gif

I have also talked about doing a Security Breach: Fury Rage type VR fangame, however, I have personally canceled that project. Instead, I have something else that will take its place that I guarantee you all will enjoy it.



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