Game
360FNAF (PC & PCVR)

6 months ago

Announcements!! Game engines, independence, and Virtual Reality


First of all I want to say thanks for the big 1-0-0-0! Its a pretty large number for something that started out as a small one week game-making challenge.

Okay. lets cut to the meat of this devlog, Ive got a lot to talk about.

First, I want to address the thing that I'm the most proud of:

UFMP INDEPENDENCE.


What this means is that every single asset in the game is going to be my own. Zero UFMP textures. Zero UFMP models. Everything will be my own. By far the biggest benefit to this will be the improved accuracy. Here's some example renders (all still WIP of course):

dfgdfghdghdgd.png
fghfhryj4ryethethetktew.png
unthghmsfhshrsghmitled.png

Next up:

The game's moving to Godot. And full 3D.


ghjgtjlhhrtrttled.png

A few of you may already know this but Ive been learning Godot for a little while now. Originally I did not intend to move the game to Godot though. Clickteam was good enough, and besides that, I thought that moving to 3D would decrease the accuracy enough that it wouldn't be worth it. But I was wrong. Here's some quick ports of the visuals to Godot:

Okay so the visuals can be pretty accurate to the pre-rendered visuals of classic FNaF, but is that really enough to make it worth reprogramming the entire game in a different engine? Well I don't think it would be, but that's where the next thing comes in.


Virtual Reality.

I love VR. The only thing Ive wanted more than an accurate modern remake of FNaF 1 is an accurate modern remake of FNaF 1 built from the ground up with VR support in mind(!!). That is what makes the switch to Godot worth it to me. (Plus, Godot is just a joy to work with)

With the click of a button you will be able to play the game in either flat mode or VR mode. Both modes are being developed side by side to ensure zero gameplay compromises have to be made to support both modes.

And because I'm sure there's gonna be comments about it: I don't know about a Quest version. I'm designing the game for PC in mind first. I do know that if there is a Quest version, the accuracy/visuals(among other things) are going to be greatly compromised. So yeah I don't know yet.


Lastly, here's a few smaller things:

Now, I'm not trying to make any promise here but...

  • Full Gamejolt API integration (Trophies, leader boards, etc)

  • Lots of challenges

  • An arcade mode

  • Extremely customizable nights

  • Extra characters

  • Character skins

These things are definitely going to be subject to change but I'm pretty confident that I will be able to make all of them (and more) happen.

Something else Id like to mention is that every new feature is going to be optional. If all you want is an improved FNaF 1 custom night experience like the last version of the game was, then you can still do that.

I hope you people are as excited about this stuff as I am! That's about it for this devlog, although I'm probably forgetting something. I do want to say that I still have no idea when release will be. Before the end of the year is my hope but I'm not very good at predicting these kind of things.

Anyway if you've got any questions or ideas for the game let me know. Ill see y'all around

45
44
34
27
24
13
10
10
10
10
10
10
10
10
10
10
10
10
9
8
7
6
5
4
3
3
3
3
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1


40 comments

Loading...

Next up

Working on the update! Heres the updated office (still a lot of tweaks to make). The second slide is the office from update 2

Hello

Rough port of UFMP2 office to cycles. Why would I do this

Fredbear's Family Diner

Tomorrow

kitchen

Which one do you like more? Old or New??

OUT NOW! GO PLAY!!!

Wounded and abandoned to our fate, but some things are best left forgotten

Okay seriously. Devlog within the next few weeks. These past couple weeks have been great for development, so Ill have a lot to update you on.