Game
Nutty's Game Night
3 years ago

Nutty's Game Night is out now! + god this really took like three months to release.


Hey everyone! Nutty's Game Night is finally finished and out for release, so you can now endulge in your long-standing fantasies of playing a card game with an anthropromorphic acorn! Though I will tamper expectations now just to be safe, that is it. There isn't any hidden teasers for FNAN:R in this game, there's no big reward for beating Nutty, it really is just a small game about playing UNO with Nutty as many times as ya want. This game was made to be released on April Fools, after all, it was never intended to be this super secret extended teaser game. Though I suppose that does bring us onto the meat of this of this post, so if you don't wanna see me whine about my game dev skills and plans for future marketing, you can stop reading now. Just go enjoy the game, ya goof.


Alright, so. Three months. Jesus Christ. For comparison, it seems the dev time for this game actually lines up very closely with the dev time for NUT: The FNAN RPG. It was started just before April Fools, it was meant to be finished very soon (within the next week), and then released near the end of June. Interesting how things work out that way. So why did it take so long? Well, really it was about finishing up all the connective tissue that makes the game feel whole. The title screen, the option to play again, starting and ending voice lines, UI animations, that sorta thing. And, of course, all the finalized assets that had to be done by Doctor Raven. If you want an idea of how Nutty's Game Night was just before April Fools, you can see it here:

See what I mean? Really, with minor tweaks, THIS could've been the game we released. But we wanted to give the game the finalised assets it needed, all of this stuff was ultimately meant to be placeholder. But really, this was all the kinda stuff that could've been finished within a few extra days, hence the release window of "next week". The problem was the tons of days that were filled with no work done.

Yes, it's this problem all over again. Just not feeling like working on the project at that time. This is something both me and Doctor Raven were guilty of with this project. If both of us had buckled down and done all the tasks we had ASAP, we could've easily had this done by, like, April 8th or whatever. But we didn't, because we just didn't want to. And I'm not shaming that; after all, this is simply a FNAF fangame. It's not the most prestiguous, important thing in the world. Especially when it's one so small and frankly insignificant as Nutty's Game Night. But the problem comes in it not reflecting in the planned release window, and time of reveal. To clarify, the amount of time this game was in development for isn't the problem. The problem is how long the timespan was between reveal and release. If we had revealed this game a few days back THEN released it today, I'd have no problems. But instead, it's been a wait that was nearly three months long. And frankly, I'm a little ashamed that I created such a long wait for an April Fools game...AGAIN. I thought the momentum we had from the first couple days would be able to continue to the end, but it just...didn't. And this is definitely seeping into other projects too. FNAN:R has had very slow development for the past few months due to gameplay concerns, I've barely worked on Saving the Person since March, and Project Macadamia....jesus christ project macadamia.

Look, to make a long story short, I'm kinda sick of this. And for whatever projects I make in the future, I'd like it to happen as least as possible. So what does this mean? Simple: FUCK teasing games in development. I'll begin marketing them when they're ACTUALLY DAMN FINISHED. No more traditions, no more April Fools, no more waiting for games you know exist. You'll know they exist when they're DONE. When you can get excited for them when you know, without a shadow of a doubt, that they'll actually be released SOON. I thought this was something I learned with Project Macadamia two years ago, but I guess not. So I'm doubling down here. I'm not having a Nutty's Game Night happen again. I'm tired of this. Just take solice in the fact I'll probably always have new games in the works, even if I'm not always working on them. Because, y'know, sometimes I don't feel like it. Sometimes I'd rather play video games or go outside or go to Uni instead. 's just how it is.


..........anyways here's some misc nuttys game night facts

  • I was originally hoping to also release the game on HTML5 so that no download would be required, but as it turns out GameMaker: Studio 2 kinda stinks with HTML. Ya have to click the game first, otherwise no audio plays and keyboard controls fully lock up. Yet despite me doing that, sometimes I'd click the game and the controls were still locked up. So screw it, no HTML5 version. What a good use of £115.

  • The game actually has near full support for additional AIs and players! This wasn't acted upon, however, for a number of reasons.

    • I preferred to have the game just be finished and out there first, rather than add on additional fluff.

    • Honestly I don't really know yet who I'd have as additional characters. Beta Nutty? Harry Hat? idk, probably those guys.

    • I'm also a little bit paranoid of making this game TOO much of a competitor to the actual UNO. Since, y'know, that's still a sold game that can be bought. I'm not too concerned about it as is since a free mobile version exists, and you can only do two player in this game.

    • Also frankly I have no idea how I'd incorporate additional players. Online is an absolute no, and splitscreen wouldn't work due to knowing what the other players' cards are. It's just something that CAN be done because of the way the game was coded.

    Maybe it's something I'll add as an update later on. I dunno, we'll see.

  • I bought an asset from the GMS2 marketplace just so I could have the title screen movements sync up with the music. £2.25 well spent :)

  • When I initially exported the game, it was 164 MB. For comparison, FNAN 2 is like 228 MB. This turned out to be because of how GMS2 compressed the audio. I just changed the music to be streamed on disk rather than in the executable itself and we got around 21.4 MB! Improvements!

  • Doctor Raven handled all the sprites related to Nutty, as well as the table. I handled the sprites related to the cards and UI. And MrNobody did all the sprites related to the teaser trailer. Except for the details in the cards, I did those too. He just left them as fully blank coloured bits of paper. dangit nobo >:(


ok go play the game now bye



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I was making a game called Saving the Person, but I lost motivation, so I cancelled it. However, I've released the final build publicly! 30 fails, 4 endings, fully storyboarded and partially animated, with fun facts for each scene!

https://www.newgrounds.com/portal/view/869794

double surprise

POPGOES Recoded - Source Code Out Now!

Sonnakai in 2024 - What's Next?

alright, game's finally done. itll be up tomorrow. and ill probably have some words to say about how long it took for this game to release after i revealed it too.

Ladies and Gentlemen, meet Nutty!

surprise

TEN YEARS of this godforsaken bear.

ever wanted to play popgoes in the engine that gave us sonic forces? well unfortunately youre gonna have to wait a bit longer for that, but hopefully in the meantime playing it in the engine that gave us undertale should suffice

https://gamejolt.com/games/popgoesrecoded/648771

:PogU: