Why Remake FNaF 2?
It's a bit of a long story, so, I'll save that for the end of the article.
What have you made so far?
The entirety of the original Five Nights at Freddy's 2, perfectly recoded from Clickteams Visual Editor to GML.
Native 16:9 support (no squished screens)
Added complete controller support, with buttons that change depending on the controller being used. (Steam Deck, Xbox, PlayStation, Switch, & Generic controllers are all supported)
Added vibration support for most controllers & colors changing for PS4 controllers. (Not working on PS5)
The carousel in the Game Area (Cam 10) has a random chance to turn on.
Balloon Boy now appears in the cameras he's in (FUN FACT: in FNaF 2, BB does actually go in cameras, he just isn't visible)
Every animatronic that appears in the Main Hall (Cam 7) will be rendered. Even if all of them are there at the same time. (In the OG FNaF 2, "Sprite Priority" would prevent this from happening. If Withered Bonnie was there, Withered Freddy wouldn't appear etc.)
Ditto, for all Cams where it makes sense
Code is more optimized after converting a visual based system to actual Code. (Makes the game run & load faster, yet still plays the same)
Added Cutscenes post Mini-Game in a VHS style to replace the jumpscares.
First time players will be asked to prove they own FNaF 2. (Renaming an exe file won't work, it checks file integrity)
Added Unique Animations for Freddy, Bonnie, Chica, & Toy Freddy entering the "Blackout" sequence
???
Added a settings menu where you can adjust Anti-Aliasing, V-Sync, Display Size, Music Volume, SFX Volume, Master Volume, Fullscreen, and enable Keyboard Controls (Similar to Sister Location; UCN).
Added non-gameplay altering, very rare easter eggs.
Added unique renders for non-scrolling cameras (Instead of stretching the original 4:3 renders). All non-scrolling cameras are rendered at 16:9
Balloon Boy wishes you goodbye when he leaves your office
A unique save file (as to not overwrite FNaF 2's save file)
Golden Freddy mode grants you the third star as well as 4/20 mode
Added a Pause Menu - you can choose to quit the game, return to the main menu, or return to gameplay
Death minigames have some slight visual improvements
"SAVE HIM" retconned to "SAVE HER"
Unique Renders for the Game Over screen based on who Jumpscared you (and if BB was preset )
Probably more things I'm forgetting about
So what else to you plan on adding
Unique "REDUX" logo to title screen
Light animation to the loading screen
An overhauled settings menu to split main settings from gameplay options
More Gameplay Options (Like toggles for easter eggs unique to REDUX, visual effects, changing menu music (full credit to DX for the idea there), toxicity meter, lives, etc.
An "Extras" menu
Challenges
All achievements from consoles
Multiple saves
An option to skip dream sequences
A way to load your original FNaF 2 save
more depending on feedback
credits scene
Potential Additions
subtitles
Let me know what you guys think. What else should be added?
So.... again... Why remake FNaF 2?
Five Nights at Freddy's 2: REDUX started as an idea I had a little over a year ago. (Believe it or not, the only FNaF 2 remake I remembered being a thing around that time was AFFG OS, I had no idea that a game like FNaF 2 Deluxe existed/was being made! Props to them as well, I give them credit for some of the inspiration in some of my re-renders of the cameras, they did a competent job!) I had no plans to release it or anything, I just wanted to see if I could still make games like I did when I was a kid. I also wanted to re-introduce myself to the GameMaker Engine. In a few months, I had a perfect remake of FNaF 2! It wasn't much different from the original, it had 16:9 support, and some extra camera renders (that were just photoshops), and some crappy animations of the animatronics in the office... nothing special really. Unfortunately, a lot of crazy things happened in my life and the project and idea faded away. Then, the Hard Drive that stored the game died, and it was lost.
I had no idea the files were lost until I was talking with a friend and the game popped in my head again, I went to see if I still had the files, but sadly, they were lost. I don't know what made me want to do it again, maybe as a challenge, but I did. At first I was not taking it seriously at all, I spent a few hours a day maximum working on it, it was very-much-so a hobby project. That was until my friend mentioned something about no PC version of the game having controller support after I brought up the idea. I was like "huh, I could really make something here". Then I started making little improvements here and there, but I made them all toggleable, if you want a vanilla FNaF 2 experience, you can have that, if you want some cool extras, you can have that, if you want some challenges, you can have that. I also wanted to add SteamDeck support, so I added that. It turned into something different. One day, I decided.... maybe I could try animating again, so I made a simple animation of Toy Freddy when he enters the office. My friend suggested I do it for all animatronics who enter the office, kinda like FNaF 2 Deluxe.
You may be asking, why didn't I just play FNaF 2 Deluxe. - Well, I have nothing against the game, truly, and I commend the talented work of those who made it, and would be lying if I said some of the options, extras, and renders weren't inspired by their tweaks to the original, however. FNaF 2 Deluxe added scripted events, deviation from mechanics, and a little too much movement for my vision of FNaF. It's cool for those who like it, but it just wasn't for me. So I made my own that stayed more consistent with the way the original FNaF 2 plays.
Thanks for reading!
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