Welcome to SFNaF2's most recent and long overdue development update.
First and foremost, you are likely wondering:
Why has the development been silent for so long? Is it even still happening? Is Super FNaF 2 cancelled?
To answer: Super FNaF 2 is still in development.
But why is it taking so long? Why has Super FNaF 2 been in development for over 3 years now?
Most of that can be attributed to making Super FNaF 2 visually and aesthetically the best game it can be, and problems I've had to face.
Gameplay
From the feedback I've gotten from my betatesters, and from my own time playing the game, there were a few things I've realized over time: A lot of the things in the game just weren't "fun".
They were things that seemed nice at a first glance or on paper, but in reality they just... didn't work out.
Mechanics that made you wait for a lot of time, ones that were just confusing, or ones that just weren't explored as well enough as I would have liked them to.
Bottom line, some of the game just didn't feel fun to play, and I wanted to make that right, overhauling a lot of the problematic level design.
Artstyle
The game's artstyle has evolved a lot over the years.
And that's something I've always struggled with while making art for games: Progressing in your art skills, and finding the old art you've made before no longer appealing.
And Super FNaF 2 has been the most glaring example of that. While I started out with the experience level of making SFNaF1's art, I've developed my style a lot over the years, and any of the old art that was made two years ago just didn't hold up anymore.
Starting out a game's development with a clear vision of what you want it to look like, and the experience of previous training is one thing, which would have made it possible to bring this game out in 2 years time. But making a game and having to revise a lot of art because you're just not good enough starting out is another.
Since the game has a total amount of over 25 unique levels, each with their own character art, backgrounds, tilesets, and so on, some of the older ones just lagged behind in their art and aesthetic, making the quality of each level vary a lot.
Part of my effort over the past year was to remake assets that were outdated to bring them up to today's standard of quality.
Life Challenges
While this isn't something I'd like to talk about as much as I could:
With depressive episodes and other personal challenges surfacing in my life, finding time or just getting in the right mindset to properly work on the project has been more than often a challenge.
Even publically adressing where I or the game have been has just becoming more and more intimidating to me, growing worse the more time passed and the more silence there was.
I'm writing this dev post since I'm now in a slightly better place again, and to get this weight off my chest.
I'm sorry towards everyone who were worried about me and I've been silent towards.
What you can expect
How much longer will it take until you can finally play the game? I don't want to give an exact date at this point in time.
The game is in theory fully playable from start to finishing as it is now, but as said above:
There are still a small amount of things that need to be polished, whether it be in writing, art, or gameplay, in order to make this the best possible game it can be.
What I can say now is that development has been picking up, and that the team is working hard on making the game as worthwhile the time the game has been in dev as possible.
For now: Happy Halloween!
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