3 years ago

Retrospective and update


Buckle up folks, this is going to be a relatively long post. I'll try to keep each point as short as possible.

So as you know, I made the FNaF Ultimate Edition series - a series of fan games inspired by the 2015 era of FNaF fan games where people reused graphics and sounds from the official games when making theirs. I was always fond of these but more importantly, they are what I looked up to back in the day and thought "I can make my own!". If it wasn't for them, I probably wouldn't have made FNaF UE 1 (my first ever game and such type of project) and by extension do the various other things you may or may not know about since then. As my more dedicated fans know, I tried to utilize the resources I had within the confines of the format as well as I could in the attempt to make unique mechanics, balanced gameplay loops and just fun experience overal. I am fully aware that fan game standards have skyrocketes years ago to the point where games like mine are seen as completely obsolete in this day and age. But I couldn't help it, this is what I loved doing and I had so much fun making these games. I could go on and on about why, but I'll save it for another time.

Eventually though, I faced some problems. Let's begin with my very real realisation that the first game got way more popular than reasonable. To young me at the time this was a dream come true. It was a magical experience seeing youtubers who actually talked give the game a try. But this gave me the wrong idea that it was this easy to get popular on the internet. Not to mention that the case for UE 1 is very messy. On one hand, it makes sense for the game to be so janky since it was my first ever, and the quick pace and chaos of it was what enticed many of its followers. But on the other hand, these same qualities are what turned away a lot of other people, and for a good reason.

The end of the FNaF UE 1 development cycle would mark the start of my mismanaging of the series as it went forward, due to my own lack of experience. The second game, while being much more polished in comparison, was quiet and slow and took some time to reach the pace of the first game. This combined with the very simple mechanics, aside from Timekeeper Freddy, was reasonably not enjoyed by some players. The third game would start very strongly with a bunch of nice mechanic ideas, fancier edits and teasers but slowly devolved into development hell. I estimated for it to be done in two weeks but it took the rest of the year. I had to scrap the lore oriented half of the game and release it as is. Not to mention that the mechanics were fundamentally flawed at launch and filled with tons of bugs which were only fixed literal years later. The cherry on top are the jokey phone calls, which while me and the VA had fun doing, further contributed to the weirdness of the game. It's not that bad overal, but the game was planned to be much much more.

And the final nail on the coffin was FNaF UE Deluxe. It started off quite well actually, this time I had a very clear vision for the direction of the game, the humour, the gameplay loop, working smarter than harder and not teasing it too early. I still had some motivation issues finishing it enough to release, but I eventually did. However, this time I made the grave mistake to not tease it at all and not being more straight forward about the jokey nature of the game which resulted in many people thinking it wasn't a full fleshed out game for some reason. Now by this point I was used to the gradual decline in popularity of the series as a whole, but this one hurt the most. A lot of this game was crafted with youtuber reactions in mind but in the end no one played it with commentary. No one read and laughed at the jokes. Some of the humour in the game hasn't aged the best by my standarts but it still could have got a few amusing reactions. Of course some non-english youtubers have stuck to my games troughout all the years, which I am very greatful for, but let's just say that auto translating generated youtube subtitles isn't as good as actually understand what they're saying. I was working on a huge Deluxe update, planning to add a lot of stuff, but at the end it just didn't matter. There was nothing I could do to help my case. So I had to release the unpolished test build and leave it at that.

After this I completely lost all my interest and motivation in FNaF. I returned to my other favourite franchise - Plants vs. Zombies, my mod of it and my youtube channel and felt much more passionate for that for a very very long time. But as that has ran its course too and life got more complicated, I had to drop it off too. And I mean a lot of real life complications, but I don't want to talk about that for now.


So here I am now. The good news is that I feel like all of what happened gave me a new outlook on my work and I'm much more accepting of everything as it is. It's not easy to throw so much time at something and have the same passion and enthusiasm for it after years of failure, but I have also grounded my expectations compared to the reality of the situation. I am extremely thankful to all my fans who have stuck with me during the years. I am happy to announce that I am back into FNaF now and have quite a bit of plans! Currently I'm trying to settle my computer situation before I can actually do some work, but it should be solved soon enough. I have some game ideas in the works, but I will not be announcing them until I'm sure they're getting done. I also plan to try learning some 3D modelling, but I can't promise how well that'll go either. You've probably heard from much more advanced devs that announcing things usually doesn't go well, but just this once I'll announce some of my plans that I am confident will come true:

  • FNaF UE 2 the 2.0 Update: More polish to the game as well as a Mechanic overhaul to make the gameplay much more interesting. Potential for addition of phone calls. The version prior to this will remain up on gamejolt.

  • TRTF Recoded Update: Some minor fixes and polish but more importantly a Settings menu allowing you to switch between various little details from FNaF 3 Fan made to TRTF Classic to the Recoded version (stuff like textures of some Ui and more).

  • Potentially continuing FNaF UE Deluxe or at the very least fixing the Test Build. 2nd time's the charm!

I want to emphasise that I don't want to build up hype with these or having them be expected at a certain time interval. I no longer have all the time in the world so stuff is happening when it happens. Better late than never is my motto. And also more things are planned as I said.

And lastly, if you have any questions or concerns about anything I've said, feel free to ask. I wanted to make this post for a really long time and I might have missed something or implied something I didn't mean, so hit me up.



15 comments

Loading...

Next up

This Withered Freddy crop is so cool in TRTF that you can see parts of the FNaF 2 Office

Ok but how did Tyler imitate the FNaF phone guy filter so well in TRTF 1? It's the most accurate phone guy copy in a fan game, how do I get the same result? Image unrelated

Can anyone tell me how the fuck this happened?! I mean I fixed it, but oh my GOD Clickteam is worse than Satan

New TRTF 1 discovery - you are supposed to get a Freddy screen if you type these values in the Custom Night menu and hit the ready button (read post)

Not enough options if you ask me we need MORE (no)

FNaF UE 4 Teaser

Guys look who it is 🔥🔥🔥

Another TRTF detail you didn't know about is that if Freddy, Chica or Sugar are in the office, the office would use a different sprite where the monitors are on and the lighting of the corners is slightly different

New findings in TRTF 1's MFA

Pwease