Game
The Return to Alcatraz

3 hours ago

Thank you for enjoying the game!!! (Development Fun facts + the future)


Hi! I was going to be a developer's commentary video instead of making this a post, but I've been dealing with a splitting headache this past week, so ah. That ain't happening. Apologies if some of this comes off as incomprehensible, I'm kinda going through it rn so I might have trouble wording things.

Anyway, I wanted to thank you all for playing and enjoying the game. Of course, I worked tirelessly to make this game not dogshit, but I'm still in shock at how the launch of this managed to *not* be a complete and utter disaster. Still, I'm very grateful to all of you who've played and enjoyed the game, it means a lot to me.

As for what this post is, it'll be a collection of fun little things about the development of this game and what will happen now that the game is out.

Now, I actually found out about One Week at Alcatraz last November. I was definitely weirded out by the concept and how it looked, but nevertheless, thought it was interesting. However, the more I had heard about it from the FNAF lost media community, I grew curiouser and curiouser. Couple weeks pass, and the game is found and thus decompiled.

My first idea was to just remake the game, but I shyed away from that, as I didn't feel worthy of taking upon such a task. Like Excalibur, which I'm sure is frequently compared to OWAA.

So, I instead tried to do something more reasonable, and decided to make a fansequel instead.

First, I tried making this game, "Alcatraz at home". It was a game that would take place in the Sister location house, and uhhh... Well, I didn't really have much in mind for it other than adding the rest of the OWAA cast later on. It was moreso just a test of using the assets, and my plan is that if I was able to take the game far enough, it'd get a gamepage. That didn't happen though lol. Only things I remember (that are relevant for now) is that you'd progress the night by eating the hotwings, and MGK would *actually* use their titular Machine gun, with you needing to dodge the bullets somehow. Overall though, there's not much relevant.

So, after that, I tried something else. Upon the mere prescence of doors and a music box, my mind could only go to one place; TRTF1. Doctors say it's a serious illness, and I agree.

Anyway, the idea was simple; What if I took the base of OWAA, and gave it the TRTF1 coat of paint? With that in mind, I just kinda ran with the idea.

The rest of the gameplay just kinda came naturally to mind; Since Hypothermia was the puppet character in the original, so make them come to the office, so simplify the EVP (also applying one to the cameras), and since the doors are broken, just make the doorlights stronger (Ala fnaw mcdonalds which you should play the new update is really fun).

Now, the rest of this will mostly just be random fun facts that happened along the development, cause I kinda just did whatever i felt like from here on out

Normal Capone's mechanic was my attempt at remixing Scrapped fredbear's mechanic from Fredbear's fright. Very specific mechanic to remix, I know. I Just kinda thought "hey what if it was like. a set of cameras you need to check and you need to go to them" and that was that.

Next, the glowing crosses on Hypothermia, MGK, and both Capones were absolutely lifted from how FNATI the lost ones and how certain suits had a glowing mark of Hourglass on them (with Alvin and MGK actually being directly designed after Oswald and the face respectively). I did this because I think the lost ones is cool, and you are too :D

Speaking of which...

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Even though I cycled through ideas, I always wanted to have some boss fight with a ridiculous amount of spectacle.

I don't remember what I had in mind for Alcatraz at home, but I do remember for my basic remake of the original game, I was gonna have it so that Al capone just randomly turns into an alien into the final fight and you need to shoot at him with a gun, with the end revealing that it was all an illusion or something. Maybe it's for the better that version didn't see the light of day....

For this game, however, I knew from the very beginning from when I made the first design that I *had* to have a boss fight against a giant demon. His fight was also fun to design, as it was basically designing foxy on crack.

I actually had the music choices figured out from the very start (like during alcatraz at home), specifically the boss theme, the title theme, and the max mode themes I always KNEW I had to use, due to them being associated with a literal ghostly mafioso.

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This was the creation of Golden capone's mechanic. Speaking of him, as shown in the max mode showcase devlog, the fnaf 3 danger sound would play as soon as he was about to kill you, but that made him ridiculously easy to deal with, so I instead made it so that it would start playing one stage *before* he was about to enter his kill phase. He's still not the most dangerous ever, but I'm definitely happy with how it turned out.

The three members of the Ghoulie grabbers you work with in the game are actually named after a specific piece of detective fiction. Dirk is Dirk Gently, Conan is Detective conan, and, the one we all know is a masterpiece of writing, Chelsea is Chelsea Green from the hit creepypasta round 2.exe.

I also definitely had the most fun writing and voicing Dirk. He's not the deepest character ever, but it was fun trying to make him equally half-competent and experienced, yet also kind of not-all-there upstairs.

If you're wondering why the protagonist and the thing talk in papers please sound effects (as well as the ending theme being from that game), it's because I replayed it recently and it's one of my favorite games ever.

Last but not least, the game over screen. I actually edited the original face from the game over screen for it, and just blurred it to make it more visceral, so... here's it unblurred!

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Now, I think that's all I think I have to say in terms of the broad strokes. So, now for the other part; the future.
Let's get it out of the way; TRTA2? And to that I say; Yeah, probably.

The reception to this has been pretty positive, and I myself am generally happy with how the game has turned out. Probably won't immediately start, as I want to A) Take a breather before getting back into gamemaking B) Wait till more of the other OWAA games are unearthed so I have more material to work with. I assure you, though, despite these little bumps, I'd be more than happy to do more of this series. Truthfully, despite trying to be like TRTF1, I feel this game kinda resembles 3/4 in terms of vibes (though I think that's far from a bad thing). So, perhaps in the sequel, I could try mirroring the vibes of trtf5/trtf:R, and maybe get a little more experimental with the gameplay, too. Stuff to consider, I suppose.

All that said, I once again want to thank all of you for playing and supporting the development of this game. I mean it when I say I'm surprised that I not only managed to finish the game, but that it didn't end up sucking ass in the end. I'm also glad that despite not knowing the game for a long while, that I was able to create something that serves as a passable tribute to the series. It may sound silly (and it is), but truly, it does mean a lot to me.

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Also merry christmas



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