Game
Buruburu's Horror Night (ON HIATUS)

2 years ago

Devlog N°1


Hi guys! I think it's time to start clarifying several things about this game and its development, so why not write everything I've done, several of the things I have planned and more in a devlog?

WARNING: THIS POST IS GOING TO BE A LITTLE LONG.


¿What the fuck is this fan-game?

To summarize a bit, I took a lot of inspiration from ONAF 3 and Playtime with Percy , this is because they're creative as fuck and unique, which isn't common in most FNAF fan-games found on gamejolt (no offense to my fellow developers), that sparked in me the idea of creating a simple, but entertaining game inspired by the saga and the aforementioned fan-games .

I have had ideas for quite some time to create my own fan games, but for various reasons these plans never come to light. Now with this opportunity, I can recycle several ideas from those old, unseen projects of mine and fit them into this brand new game!


Development (so far)

The game is approximately 8% ready (I'm really bad with percentages, plz forgive me), and the first night it's 10% ready. Now I'll tell you the details of what is actually programmed in the game. Although you must keep in mind the fact that some of these things, no matter how few they may be, are not final at the moment, and can change during the development of the game.


Starting with the main menu, which for now will be a basic one and have a very classic FNaF style:

img-20230315-wa0011.jpg

This screenshot is from a really early version of the game, as it looks better than the new ones for some reason. Likewise there are almost no changes in comparison. In the settings you can change the full screen, VSync and game volume. I also plan to add the option for lower effects and the option to change the game's language.


Now with the gameplay for the first night. This will be a mix of mechanics of which the inspiration from FNaF 1, 2, 3 and FFPS stands out.

office1.bmp

We can see how the office is pretty ugly since it was the first room I designed for the game, so expect me to improve it significantly at some point (when I know what to do to make it look good lol). The Buruburu plushie serves as a replacement for the phone guy, giving you tips to defeat each enemy at night. The idea is that with each hour that passes, a new enemy is activated and, therefore, the plushie will now tell you how to avoid that new enemy. You also have a limited flashlight that you can use at every entrance to your room, being the main mechanic for evading enemies in the game.

office2.bmp

In addition to that, you can look behind you, where there are two large vents that will be the entrance for other enemies that have not yet been programmed.

office3.bmp

And now we have to move on to the most classic part of a FNaF game: the cameras.

cams1.bmp

All of the cameras are already programmed in the game (although there are two that I haven't finished designing yet, but I use placeholders atm). You can roll the view of these with the mouse wheel, and you are also able to move the map to either side of the panel like a draggable window:

cams2.bmp

During this first night, there will be 8 enemies that can attack you. For now only two are programmed, and those are the Tsuin twins : Hatsu and Daini. These will be the most basic ones, as they will go in a semi-defined and relatively simple pattern to your room. I say semi-defined because when they arrive at cam 2 (the living room) right after leaving their rooms, they can randomly choose which front hallway of your room to go to.

cams3.bmp
office4.bmp

Both are avoided in similar ways, since when you are in front of them, you must use your flashlight to scare them away. The difference is how you will use your flashlight in each one. Hatsu will only go away if you keep your flashlight on him for a brief moment, while Daini must be flashed in the face with the light until he disappears. If you happen to use the wrong method, it probably won't end well for you.

hatsu.gif

(the jumpscare is not that slow in-game xd )


The flashlight is limited for a reason, and that is so you don't abuse it at all times.

flashlightmeter_anim.gif

Anyone can spend the first two and maybe up to three hours of the night 1 just watching the hallways with the flashlight waiting for someone to arrive to scare them away, without lifting the monitor even once. If so, why do I put the effort into designing and drawing cameras? Obviously this limit forces you to use the cameras to know where the enemies are coming from and be attentive. Although there will come a point where the player will have to resort to memorization and listening to sound cues to know where they will be, even having to resort to using the flashlight on inappropriate occasions just to be sure that no one is there, since everything will become complete chaos. In fact, now that I think about it, it would be better if the player started saving the battery in the first few hours to have enough for the rest of the night.


And... ¿That's it? ¿What now?

Well, the truth is that this was short, but I think that we can already see how things will be in this game. With the difficulty and the number of enemies increasing as the hours go by, and a little surprise that our titular demon has in store at the end of the night. Oh, and this game isn't serious at all, so expect pointless craziness and shitty jokes.

There is still a way to go, and this is just the beginning of the game's development. I can't say that every month I will be able to bring you a devlog because I probably haven't done anything significant and worth writing about. I want the devlogs to be juicy and full of news about the game's development. Maybe every once in a while I'll post a teaser or sneak peek peak, or my pal @Axl1807 may post some short videos or progress. And if you've seen that he said something about a demo in December, don't believe it too much XD. I will also introduce the characters from time to time in their respective posts with some information and ugly illustrations.


To not enlarge this devlog any longer, finally I'll tell you that I am not very active on social media, or at least not posting. This problem is due to the situation in which I find myself and personal issues, but do not fear too much, if anything happens I will notify you through this medium. And if you have any questions that I have an answer to, you can leave them in the comments and I will be happy to answer them.

¡See you in the next devlog, and have a sunny day today or tomorrow!

  • Gabe Sunshine ☀️



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