Game
Five Nights at Candy's 3 (Official)
9 years ago

Five Nights at Candy's 3 (official announcement)


This game will be the final installment of the Five Nights at Candy’s series.
And there won’t be a hidden loophole that will allow me to swoop back in and announce a “FNAC: THE PRE-SEQUEL AFTERMATH BONUS SPINOFF” or anything like that. I won’t make novels, comics, an animated series, FNAC World, etc.
It ends here.

Why is this the end? Because the story is complete. I have nothing more to add.
And I want to be able to move on from FNAF fan-content.
Not because there isn’t anything in it anymore, nor because “FNAF is dying”, but because I personally feel like I’ve been here, done that, done some more, and now a finishing touch.


And now here’s everyone’s favorite part; explanations! Because everyone totally loves explanations. Really these are just things I want to get off my chest.

So first thing I should have foreseen with FNAC 2, was that some people at first pointed out that the game didn’t look that good/alive compared to the first game, I know the camera-scenes didn’t look as “full of props” as I’d liked, but honestly I had little to no idea what to put there.

The game wasn’t supposed to take place in the “factory part of the factory” where all the conveyor-belts and machines are, but rather in the floor above the storage-area (a place where employees would have their offices). I was never good at modelling broken interior with giant holes in the walls and rubble everywhere, let alone texture it, so I chose not to do that and went for a sort of “untouched facility” kind of look, with natural decay on the walls and on some of the floors. And with that in mind I didn’t know of many props I could put in the scenes. I put time into the props that I did end up making, so they’d all look smooth and wouldn’t show any polygons (like in Pixar movies and such), I even rigged some of the props so I could have multiple of the same prop but with a variety of different kinds.

In FNAC 2 most of the characters were using the same models as in the first game, only with some changes, and special upgrades that allowed them to be even more HQ than before (and no it’s not just applying subdivision or other means of smoothing, otherwise they’d all look like balloon animals).
Even New Candy and New Cindy borrowed something from their previous models, namely the heads, the rest was brand new. I did this because the story didn’t need entirely new versions of every single character, the characters were supposed to be the same.

But in FNAC 3, I can assure you that I only will make entirely new character models.
They won’t just be edited versions of older models. And they won’t even borrow anything from previous models either.

I’m also hoping to bring many more easter-eggs/references to YouTubers in FNAC 3, but no new YouTuber-animatronics.
I didn’t make a new one of Markiplier for FNAC 2, and I didn’t want to just use the old model, so I got a 16-second sound to play of a spooky Markiplier as an easter-egg instead. I had already at the time made the ScribbleNetty model, and that’s partially why she’s in the game as an easter-egg.
I’m not going to make a “Nightmare Markiplier” or anything like that, I’ll find another way to bring YouTuber-easter-eggs into the game, they probably won’t be triggerable or actually do anything, they’ll most likely just make a background appearance.
Maybe I’ll change my mind, maybe I won’t.


The reason why it took so long (about 5 months) to make FNAC 2 was mainly the fact that I ended up having better plans for FNAC 3 than I did for FNAC 2, so I felt even more compelled to making FNAC 2.
I didn’t want to put FNAC 3’s mechanics into FNAC 2, because I felt that I wouldn’t be able to fit all that content (and the story) into one game.
So now I’m making FNAC 3, and I like it this way.
(Besides, a trilogy sounds way better to me than a… two-logy, dualogy, twilogy? What ever the trilogy equivalent of 2 is.)
In a way, you could say I was working on two games at the same time (hence the 5 month development period, in contrast to the first game’s 3 months).

Basically I spent 2-3 months figuring out the plot and figuring out the mechanics, as I so desperately wanted to make something new.
So I did my best, and now I’m going to do even better.
The “better” I had been holding back, the “better” I had been saving for the final game in the FNAC series.


FNAC 2 Criticism

I’m also going to take time to respond to some of the common points that people have mainly criticized FNAC 2 on.
Bear in mind that I am not raging or being negative here, I’m simply putting your constructive criticism up to test how fair it is (from my perspective).
I respect your opinions, but I also have opinions of my own.

“Why so few cameras?”

Well 6 cameras was really the most I could do with the system I developed.
Every animatronic in this game can be on every camera, and Chester has several frames of animation for each of those cameras (and then of course there’s the 11 individual jumpscare animations). I actually had to split up the game into two sections (normal, and rat/cat), because the game would take up to around its limit of 2GB memory (RAM), which is why 7/20 mode is two seperate nights. In FNAC 1 the animatronics had certain paths that would sometimes overlap or be shared, in FNAC 2 however, the entire field is shared with every animatronic, thus a LOT of images were needed. I had even planned to make 2-frame walking animations for the animatronics so you’d be able to see them walk to and from certain cameras, but that was scrapped due to memory restrictions.
I also learned that you cannot compress images in Clickteam runtime as well as I thought at first, large images will mostly be the same size in RAM whether you make it look 8-bit or full-color.
“Why not make the game in 3D then?”
Because I have very little experience in 3D game production and such, it’s simply easier and more fun to me to make it pre-rendered 2D.

“The sound-cue mechanic is ripped from FNAF 3!”

To me that seems like a very loose piece to criticize. That’s like saying a hiding-under-the-desk mechanic is ripped from the FNAF 2 Freddy-mask. And if you look very
closely then it actually is. Because it produces the same outcome, you hide, and can’t do anything while hiding, but the visual/conceptual thing is completely different.

I was original and used phones that you could call, and they would not only be used to lure the animatronics out of the main hallway, but also to scare away Chester/the Cat from the vents, and no-one (that I know of) has pointed out that I managed to make every camera important, and not just 1-3 of them while the other 10 are cosmetic.
And the animatronics are even able to temporarily disable the source of the sound (the phones) too, and all that is somehow a rip-off of the sound-cue system from FNAF 3, where you only play a sound near Springtrap, and he then follows.
It’s a very loose connection.

It would be the same as saying that One Night At Flumpty’s 2 ripped off the Music-Box mechanic from FNAF 2, since you have a laptop that you need to keep charged (similarly to how you need to keep the music-box wound up).

“The Penguin’s mechanic is ripped from Phantom BB from FNAF 3 / The Penguin was a disappointment because he didn’t do very much!”

The Penguin’s purpose in these games has always been to be an inconvenience to the player. He can’t kill you, and he certainly can’t reach the phones to disable them, but what he can do is to “hack” systems to go out of order or to behave unexpectedly.
I’ve always called him a “leg-less R2D2” as to why he doesn’t kill you, how could he?

Phantom BB shows up on your screen (like most of the other phantoms) and if you’re too slow, he jumpscares you and turns off your ventilation systems (again, like most of the other phantoms). As I said before, I wanted the Penguin to be an inconvenience to the player. I could have made him do stuff to your phones, but the other animatronics already did that, the only thing remaining untouched was the cameras. Essentially, I wanted the Penguin to somehow disable your cameras for some time if you didn’t react quickly enough. I foresaw that this connection (Phantom BB and the Penguin) would be made, and I bet it would’ve been the same criticism if I had made the player
use the phones (or anything else) when the Penguin was on-screen to avoid getting the cameras disabled, but I felt like it would be easier and more diverse to the gameplay to switch to another camera before it was too late.

This FNAF Fan-game is one that is the most original it could possibly be when you include basics like cameras and 2D-prerendered images. (Not saying all other fangames are unoriginal, I’m saying this fangame was as original as it could be).
I literally made this game as original as I could regarding mechanics and such. That’s part of why it took me 5 months to make this game. I explored every single little
corner of the “barrel-of-mechanics”. I made a chart covering all the possible realistic ways to avoid/deal with the animatronics that are in the room with you without moving from your position;
(it might not be 100% bullet-proof, but I gave it a lot of thought)

  • Blinding the animatronic either with light in their eyes, turning off the lights in the room, covering their eyes, somehow turning the animatronic around so it doesn’t see you, etc.

  • Hiding from the animatronic under a table, inside a closet, under a mask, walking directly into another room, etc.

  • Distracting the animatronic with sounds, lights, another player/target.

I summed it all up into these 3 categories respectively to above;

  • manipulation of the animatronic or its senses/inputs

  • manipulation of yourself, your appearance, and/or your location

  • manipulation of the environment/surroundings solely to distract the animatronic.

All with the goal of making the animatronic leave you (on its own volition).
A fourth, unlikely, and not fun category would be to either incapacitate/kill/disable the animatronic so that it is out of play, or just generally moving the animatronic away somehow (not making it move away).
Otherwise you could take the easy route and just block the animatronics from getting into your room (not stop them via such things as environmental distractions, but block them, like with doors and such).

FNAC 3 Gameplay

Now that I’ve explained FNAC 2’s mechanics and why I chose them, I’ll explain the mechanics of FNAC 3.
At first, I kept the central mechanics of FNAC a secret.
Then I made a list of mechanics that would not be featured in FNAC 2, to assure that this was not gonna be some blatant copy/reskin.
This time however, I’m going to just tell you what you do in the game.
And read the entire thing before criticizing, and remember what I said about loose connections between stolen mechanics.

Monsters will appear in your bedroom. You have to shine the light in their eyes to
make them go away. Sound familiar? I know right? Well here’s one of the spins

These monsters are extremely persistent, they will sometimes appear in the middle of your room, out in the open, and attempt to dodge your light and if you don’t shine light directly in their eyes enough, they are free to advance.
There will also be twists on this concept, to keep the gameplay fresh.
I came up with this flashlight mechanic back in september (2015), when I tried to come up with mechanics for FNAC 2, and I decided to save it for FNAC 3.

And don’t tell me that “using a flashlight to ward off monsters is a ripoff of FNAF 4”, because that would be like saying that using cameras to keep an eye on the animatronics is ripping off FNAF 1-3.
These are fan-games after all, there’s bound to be some similarities/repeated patterns.
If it was just shining light on the monsters to make them run away, then you could call it a ripoff, but that’s not how it works here.
In FNAC 2 I chose to use the flash of the camera of a phone, and some people still told me I ripped off FNAF 2. And I bet if I had made it a lantern instead then I would’ve received the same criticism. (Scott doesn’t own light, you guys).

I’ve also added a mechanic that you will have to tend to and strategically dedicate time to in order to have the time go by normally.
Or you could deal with the monsters for twice as long, your choice.
And no it’s not just keeping your hand on a button that will “charge” or “wind up” something so it keeps functioning, it’s an automatic process, you just have to initiate it.
And it won’t incapacitate you either, like in FNAF 3 with the “reboot system” things where you couldn’t do anything while it rebooted.

And by the way, another game came into the spotlight as well, a game called Boogeyman. Which basically had the same concept as I had just come up with (the flashlight deal), and I knew this would not go unnoticed.
So I was forced to change things a tiny bit, and personally I think it is better this way.

There is even a new way of how you are taught to play the game.
There are no phone-calls, nor any on-screen text that explains everything to you.
If my game design turns out to be too obscure, then I will add text like in FNAC 2.

There will be minigames (of course), and I’m planning on having dialogue in them as well.
With dialogue I can pack much more story and personality into the characters and the game itself, so I’m definitely gonna do that.

The way I see it, the only things in FNAC 3 that will be similar to FNAF 4 is the scenery, and the fact that there is a flashlight that you use to counter the monsters in the dark (and minigames with dialogue, if you wanna get picky).
Yes this takes place in a bedroom, yes there’s big monstrous monsters, and yes it’s a horrible nightmare.

But lastly I must add, that even the monsters are designed in a new way.
They aren’t just huge withered animatronics with big teeth and metal eyes with ridges on them. Heck, they might not even look like animatronics to some people. You’ll see.

And this is the final game too. So after this, you’ll have all the important
pieces of the story. I can’t guarantee that everything will remain hidden for months, but at least you will know the story (I hope).

And as for the details/visuals in FNAC 3, I feel a lot more confident, seeing as everything will take place in one “scene”.
And since it is a child’s bedroom, I know exactly what props to put in the scene.
Toys, furniture, posters, framed pictures, etc.


Now, I can imagine that some of you might be thinking:
“Of course the final game is with nightmare animatronics!”
“How unoriginal!”
“That’s just how it was with FNAF 4!”
“What a cliché!”
“Way to copy every other FNAF fan-game series!”

Haha I know right, if you hear me out I can at least explain my reasons.
I’ve been trying to keep a certain set of traditions in my fangames (like the fan I added in the first game), and it’s not an easy thing to deal with in fan-game development. Things can be traditions to one person, and clichés to another.
“Christmas is such a cliché! It happens like every year!” (joke)

I had FNAC 3 (mechanics and story) in mind right when I started to develop FNAC 2.
I wanted to leave some of the story in the dark so I could have certain characters explained, and leave certain others for a grand finale.

Having the finale being about nightmares and nightmare-ish animatronics, is a really good way to end the series (to me). Because not only does it fit fantastically with the plot, but it also presents the chance for the scariest characters in the FNAC series to become even scarier. And it withholds my idea about FNAC being a “parallel” to FNAF.

When I began making the first Five Nights at Candy’s I had the opportunity to be “fully original”, but I chose not to
because I was afraid that the game would steer too far away from the “core FNAF elements” (like other fangames, to me, appeared to do it), but also because I wanted to make a “FNAF clone” that would revolve around a rival to Freddy Fazbear’s Pizzeria.
Yes, you heard it here first folks, FNAC was intentionally a carbon copy of FNAF.
I know it’s easy to say that you could have been original, but I really think so, which is why I even dare to claim it. This will most likely be my last fan-game too, but certainly not my last game, as I have said before, I have tons of ideas for games in a lot of different genres. I will continue posting stuff about my future games on my Twitter and such like I have with my fangames and my 3D renders.

What I feel is important is that I brought new characters, a new story, and new/different gameplay with these games.
If you’re still one of those people that believe that I will “make another FNAF reskin” all I can ask of you is to at least be polite.
I tolerate constructive criticism, but what I don’t tolerate is meaningless insults and complaints. Especially if you’re trying to convince everyone of “how bad these games are”. You have the rights to have an opinion, but so does everyone else.
I made these non-profit games for the people who would like to play them, who would want to re-experience the “FNAF feeling” with a new story and new characters. Solving plot-puzzles and getting new story elements revealed.

After this game is released I am also gonna change my “rules” around my creations.
I know I have been strict with my characters, but to be honest, I did it because I wanted to protect them.
I released my first fan-character Candy The Cat in November 2014, and one of the first things that happened was that somebody had taken my character, given it a different name, and claimed it as their own.
And they did so by putting my character in a game that gained a lot of publicity because of this new character, thus a lot of people had been confused with the character, it’s name, and who made it. Not to delve in the past, but what’s happened has happened.
But now that most people in the fnaf-community knows these characters, I doubt anyone would attempt to steal them again, and even if some does try to steal them, I know I can count on the community.
Basically, you can use Candy The Cat and any other FNAC character I have created in a fangame if you want to, just don’t claim them as your own, and don’t sell anything with them on/in it. You can use images/assets from these 3 fangames if you are unable to make the assets yourself, and you can alter them however you like.
Just remember, this applies for after Five Nights at Candy’s 3 has been released.


TL;DR

I wanted to give the scariest animatronics a chance to become even scarier, and I feel like it would make for a nice closure to finally reveal the backstory of the most alluded characters in the Five Nights at Candy’s series.
This game is not gonna be forced out simply to put an end to the story, the mechanics aren’t just “scraping the very bottom of the barrel”.
I’ve had these ideas in my head right from when I started working on FNAC 2.


Finally…

I want to remind you that I just finished FNAC 2, and all I have finished for FNAC 3 so far is a lot of planning and a few models. I made this gamepage so early mostly to have a central place to put the teaser and this message/announcement.
So give it 2-3 months before FNAC 3 is finished. Thanks for reading.

4
3
3
3
3
3
2
2
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1


1,749 comments

Loading...

Next up

FNAC Youtooz merch reveal! LONG CANDY

twins

Successful landing

#screenshotsaturday

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Path of Kami: The Evolution of the Lore

Runestones: from concept to in-game model🗿

What you all think

Rockin the Guitar, an Axe like Guitar I made for my Uni project

Today I tackled drawing different variations of facial expressions for one of the main characters in Eden. What do you think of it? :) Eden: https://gamejolt.com/games/Eden/592698