Game
POPGOES Evergreen
5 years ago

POPGOES Evergreen Progress Report (November 2020)


I'd like to give a progress report of the development of POPGOES Evergreen, just so you're kept up to date with what's been going on. Please be aware that there are no images in this dev log, just written updates.

Firstly, this game is still very early in development. We have been working on it constantly, but it is a very ambitious game and still needs a lot of content. I know, and appreciate, that POPGOES fans are very patient, so I'd like to thank you for your continued excitement for what we have in store.

Evergreen is one of three projects that I am currently working on. The others being POPGOES Arcade's premium expansion, which is essentially "DLC" for POPGOES Arcade that will be bundled into its paid version when that is eventually released. This premium expansion includes a second chapter for the game (about half the size of the main game), with Popgoes being assigned a new mission by Sara to save the Forest from a new threat. It includes more music, a new area, new items, new enemies, a second "final boss" and more. We are hoping to complete this extension for POPGOES Arcade by the end of the year, though it is unlikely to release until 2021, as we still need to figure out the logistics of a paid version of POPGOES Arcade. I want to thank everyone's feedback on POPGOES Arcade - it's clear that a lot of people loved their experience with it, and continue to download and play it to this day.

The second project is Minecraft: Ghosts & Graves, which is an hour-long YouTube video showcasing my ideas for an update to Minecraft. This is not my priority at the moment, but I am still working with Sian to have this released in 2020. I understand that this project may not appeal to my general audience, but I urge that you watch it when it does release if you are a fan of Minecraft. We have produced a lot of really cool content for it that we hope will impress you.

But POPGOES Evergreen itself has indeed been my focus for many months now, and though development of some parts of it has slowed down, some parts have been very exciting to work on recently and show no signs of slowing down.

The one thing that takes the longest for these games, at least in my experience, is visuals. Especially 3D environments. And I will say here that we are not even close to finishing the environments for this game yet. Our two extremely talented modellers, Garrett Tube and Dekkleir, have worked tirelessly throughout this year, balancing time between other tasks for Evergreen, other fangames, and other much more important responsibilities like school work. And throughout that time, only five rooms have been fully modelled, out of eleven for the pizzeria. But this isn't the end of the world, and we plan on restructuring the system we currently have in place for these environments to make things more efficient. I just wanted to give some numbers so that you understand the bigger picture: These things, they take time.

There are also plenty of other models that need to be finished, like characters and props for the between-night sections, as well as concept art, cartoon artwork, UI assets... You'll notice these all have one thing in common: they are still visual things. Believe it or not, but programming the game is the least of our concerns... Emil Macko is ridiculously skilled with Clickteam, and Garrett has also proven to be a very efficient learner for his side of the game's programming. I'm confident that, once all of the visuals for Evergreen are finished, the game could be completed in only a few months. Thing is... these visuals will take a long time. Models, drawings, renders, and don't even get me started on animations!

So please, be patient. Things have been tough this year (for everyone, of course) and we are trying our best. Evergreen will likely be one of if not the last game in the Fanverse to be released, so I do suggest that you stay updated and show your support for the other games that are involved. It seems like One Night at Flumpty's 3 is only around the corner.

But onto some more cool stuff for Evergreen.

I have been working on Evergreen's "replayability" systems, and for that we actually have two different things planned. One is a set of fifty collectibles (yes, fifty) that you will be able to collect by physically looking for them while you play the game. These are actual, canonical, real things that exist in the Popgoes Pizzeria that give you something nice to look at in one of the game's menus (think the "Memory Cards" planned for POPGOES 2, and eventually turned into POPGOES Memories, but a little more playful).

And the second thing is... PHONES! I've mentioned this on my Twitter, but I'll clarify here as well...

You remember how, in POPGOES, you held a special smartphone that you used to control the cameras on the monitor in front of you? Well in POPGOES Evergreen there are FIFTY (yes, fifty, again!) phones that you can unlock. Most of them are simple colour swaps, which change the colours of the phone's UI (screen) and the phone itself (the case). But some of them are extra special in that they completely change the style of the phone itself. Think... a HandUnit phone. Or a phone that looks like a kid's toy. Or a phone that's a throwback to the one in the original game. The possibilities are endless! Well, actually, they end at 50.

I've been working hard on these phones this month, with Emil, Sian and Garrett also helping with visualising them. I'll also say that some phones, like, say, one that looks like FNAF's monitor, will also have an effect on the style of the Panic bar (so it looks like FNAF's power meter). How cool is that?

Phones are non-canon and are unlocked by completing tasks, challenges, or achievements (gimmicky easter eggs, things like that). And I can say that, unlike in the original game, you'll be spending a LOT more time with your phone. You can unlock and equip one as soon as you beat Night 1 in Evergreen!

We think both of these replayability systems will keep fans playing Evergreen for a long after beating it. If you're a completionist, expect to be playing it for hours on end. Oh, and some of these unlockables will be restricted to the premium (paid) version of Evergreen. So if you want to get EVERYTHING in the game, support us by buying the game on your platform of choice when it releases!

I have also been workshopping new mechanics for the night gameplay of Evergreen. I have overhauled the Panic bar and Stone's "scream" mechanic (that annoying thing he does in Night 4 onwards), and I'm also going to be introducing two new abilities for the animatronics, one new thing for Popgoes, and one new thing for the Squirrel sisters. And you may be thinking "Shit man, the original game was already too much for me!" which is totally fair, but also bear in mind that Evergreen will present everything in a MUCH nicer way than the original game...

It'll be faster, more reactive, easier to understand, and it'll introduce things once at a time. For example, you won't even be able to access the vent cameras until the Squirrels are active on Night 2. Oh, and the vent cameras themselves are on a completely different "mode" of the phone which is accessed with right-click. And... the "Main Hall" camera specifically shows you which room Popgoes will walk into, which should be easier. Things like that. Evergreen is just so, so much better. It's how POPGOES should have always been. You'll love it, even with the added difficulties of Night 5. I promise!

The moments I had when working on the original POPGOES that felt like... "Wow, that's genius. This will make the game so much cooler!", like Popgoes' printing mechanic, or turning the night guard into a robot... are moments that I experience with Evergreen almost every week at this point. It gets better all the time. People who absolutely hated POPGOES, might love Evergreen with as much passion. Set reasonable expectations of course, we aren't magicians... But I'm pretty sure it's gonna be great. I'm very proud of what my team and I have made so far.

Thanks for reading all the way through this dev log! If you would like to support me on all of my projects, consider donating to my Buy Me a Coffee page. Members get to see special exclusive content for my upcoming projects, access to a private Discord server, and more. Don't feel pressured to donate, but the option is there if you'd like to help out! And for more frequent updates on what I'm working on, and FNAF in general, check out my Twitter here.

Oh, a reminder that we have a verified Game Jolt community, which has been BOOMING lately! The support and excitement for POPGOES has been overwhelming. Who would have expected this game to be such a big deal in this community, in 2020?!

Thanks for reading, everyone!

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