10 months ago

Leaving Gamejolt + Some cancelled projects


Due to personal reasons, I'm gonna stop making fangames so here's some stuff that got cancelled


Trtf3:reworked V2

Main Game

The game would overall be way better balanced.
A door toggle was added and it had a bar representing when the door was gonna break.

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All maintenance panel buttons got remade

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Corrupt signal would finish significantly faster.

Scrolling and static time were also significantly faster.

Light system got reworked you could fix it at any time but if it reaches 0 the power instantly goes out.

You would have the option to make the buttons a hover input instead of click in the settings.

Some character changes:

Vigo: instead of not using anything until he would appear in the hallway, you would simply use corrupt signal when he was at cam 8, corrupt signal characters would also not be allowed to overlap.

Lockjaw: would only go to cam 2 and his panel would show his location after a split second (and flash red but that might have gotten removed)

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Bonnie: would always get pushed back by two cameras

Golden Freddy: was gonna be made a full character, introduced on either night 6 or 8(I never fully decided) he would spawn on the far right of the office with a sound cue and you would have to honk his nose to make him leave. (his purpose was adding another character that makes looking to the right necessary apart from kitty)
He would also be moddable like Buster

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666

There was also gonna be this games equivalent to Nightmare night(I might have called it something like shadow night) featuring Lynda, Shadow Lockjaw, and sugar
(All this was W.I.P)

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mechanics:

Lynda: If she's on the first floor she would make her way to either left or right hall and you would have to flash her to make her go away. (flashing was just clicking on the dark hall and it would consume light system stability)

If she's on the second floor she would play a sound cue and you would have to stare at her 5 times as she switches cameras. (basically a harder dug without the signal thing)

Shadow Lockjaw: His location would appear in text in the view animatronic panel he went to a door close it until he leaves. (Basically lockjaw but he can go anywhere)

If he goes to the office use the corrupt signal to make him go away.

Sugar: She would sit at the center of the office and slowly stand up once fully up you would have to quickly use corrupt signal to reset her. (she was no longer gonna be a modifier)

Not sure how good this would have been cuz I didn't get that far in development.

V2 was mainly cancelled cuz while it was a significant improvement over V1 it still didn't feel that fun to play and I lost motivation to work on it.


Fnac2:custom night (I never gave it a proper name)

technically not "cancelled" since I was making it more so to practice Godot but if you were curious as to what the game could have played like here's the planned mechanics:

Candy: when in the hallway use a phone on the same side he's on. (when in the hallway would be either to the left or right and get closer to you the closer he is to killing you)

Cindy: when she's right in front of you use any phone to lure her away. (Basically she would have 3 stages in the hallway and you would have to check up on her in between dealing with camera characters so when she's at stage 3 lure her away in time, her kill timer would be somewhat short)

Chester: spawns in a random camera use a phone in the same camera he's in. (same as og game)

Blank: repeatedly flash him in the hallway to send him back. (he would appear right in front of you and every flash would push him back after 3 flashes he leaves)

Penguin: he spawns in the cameras, repeatedly swap cams until he goes away failing to do so in time would result in him permanently crashing your camera panel

(This would have probably gotten changed) Rat: roams around the building in the cameras, ocasionally glitching the camera he's currently in click on the restart option to stop him. (if you take too long, he enters the hallway and kills you)

Cat: uses vents to move to either side of the building and will make his way towards you, stare at him to push him back.(coolest character, staring at him would push him back 1 camera and you would be able to hear him switch the current side he's on)


Fnati 5.0 Custom Nightmare

This one was my favorite and got developed the most. It was gonna be a Custom night game with a varied cast and some strategic gameplay.

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Here's a Mockup of the menu. The actual game would have like 7-10 none maxmode challenges. (Obviously the names are placeholders)
(Hourglass might have also been added for a boss night)

Characters and challenges would also have to be unlocked
Mechanics:

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You would be able to shut off the camera, and it would take awhile to reboot on it's own, but you would have the option to reconnect it at the cost of one bar of generator power. (This would be something that would be used strategically, as you would try to avoid shutting off a camera that you need for camera characters and use the reconnect camera from time to time to lure characters or to check up on camera characters. The generator battery recharges slowly.)

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Unlike the original, the doors in cam3 and 7 would not consume generator power and would instead overheat if closed for too long.

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Also new to this game would be the option of hiding under the desk(placeholder texture). (Some other versions of 5.0 also had it, but not this one)

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Most characters are actually programmed, except for Withered PNM (also known as mascot pnm) but are not properly balanced and the new characters don't have jumpscares.


Well that's pretty much it. I know this post may look like it came out of nowhere but I've been thinking about this for awhile, I honestly thought I would release one more thing before I left but it seems best to leave it here.

Thanks for all the support y'all have given me I really appreciate it. keep on trtfing.



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