Hey everyone. This is probably going to be one of my longest devlogs for a while. Heh, I’m not very good at making devlogs. :) Basically, I wanted to talk about how my next games will be released.
So, as you all know, I began game development with a FNAF fangame called TFN:FB. It wasn’t that good due to the fact that I was a beginner at Clickteam, but it was decent, especially noting my lack of knowledge. I cancelled it long into development but wound up finishing it more recently. Ah, I still remember when I discovered the .ini object. It definitely saved my life.
Well, during early development, I already started work on a sequel. It was better, already having a much better resolution and I began using Blender back then. The game was my first ever cancelled game, and it’s even more playable than NSATI, but still not good. The title screen was copied-and-pasted from TFN:FB’s but had a lot of changes. The story was surprisingly well thought-out at that time, although later games like this were much better and a little more… realistic in a way. That was long before FNAF 4 hit the news.
Well, now let’s get on to this game. This game began as a simple project dedicated to FNATI. It started off as a simple revival, though it already had features the few other revivals didn’t have. I think it was the 2nd to have a fully playable demo (which was finished very quickly but still was almost feature-matching with Remastered 2.0). The other notable revivals, which inspired me, were 1337w0lfb0i’s revival, the first with a playable demo, and Awesomeguy3434’s revival. He’s now known as LoneWolf Games and started work on his revival long before mine, though a demo wasn’t released until after.
Eventually, FNATI:Found picked up a huge fanbase as it got some very notable updates. 0.0.1 was the very first tech demo and was surprisingly lacking in terms of bugs, though there were a few major ones that got patched in later builds. 0.1.0 came out and then Night 2 was fully playable, followed by 0.2.0 and 0.3.0. Eventually, I got the help of @Photo_Negative_Mickey and @ToonsterGames (who I’m mad at rn for reasons you’ll read later). Without their help, this game wouldn’t have been as good as it is.
Many updates were released, like the surprise 0.4.0 which added an early version of Night 4, and then eventually I kept fixing bugs until 0.7.0. 0.7.0 was nearly complete, adding things that would become really important to the game. 0.7.2 was the final bugfix for a long time before 0.8.0 Special Edition Early Access, the first version of the full game, was released to testers. It didn’t have many of the things in A:DI but was still a gigantic milestone. I may rerelease it under the new name “Revision 0” soon as I’ll be rereleasing A:DI.
The final game, A:DI, was weird. There were many issues like how it was quickly approaching the RAM limit, causing weird graphical bugs only resolved by running the game as an admin or making the game 64-bit using a patch. Basically, if the game were to work on 32-bit, it would be broken, especially if you have less than 4 GB of RAM, which in that case, you’d be completely unable to play the game. The same applies to Revision 1, except that it uses up even more RAM than A:DI.
Well, I started working after that on a game called “Found 2.0”. I don’t remember how many times I’ve cancelled it. I kept cancelling it and uncancelling it, even trying to remake it under a different name, “Forever”. Ultimately, the engine got reused for a remake of another game which I will mention soon. However, despite this, another engine was made, albeit short-lived. This engine, made when it was called “Forever”, was heavily unfinished (the .exe of it will be released soon). Barely anything was done. The game currently is still in development (with the name “Forever”), but it’s on a long, long hiatus.
I also started on numerous sequels. Night Shift at Treasure Island was one of them, but it was cancelled due to poor animation and just generally being cringe material. I also worked on a short-lived sequel called “FNATI:The Darkness Below”, which took place on a secret undiscovered floor in Pirate Caverns. Basically, you were trapped there, and had to survive from mutated immortal suits.
Once again, another, more original concept was where there was a suit called “Sadinfection”, once again a pun like NOswald. Basically, she was a corruptus (no, not that corruptus, the Abandoned by Disney original definition of a corruptus) which was basically a cluster of microorganizms stuck together that would basically try to take over your body and turn you into the disease. You would have one character helping you, however, another friendly corruptus called “John”, basically a see-through person.
Night Shift at Treasure Island was recently revived as part of this tetralogy. It’s now based on the Found 2.0 engine.
Well, focusing away from that, I also made a few smaller games. One Counterless Night was a small little test game I made for a few new things. I also made FNASS (no pun intended, it was five nite aite sane size, Five Nights at Sans’s)/FNAS:WHABT (Five Nights at Sanness: Wanna Have a Bad Tom) as an outright joke because of how people treated the Undertale ending in FNATI:F.
Well, now I’m going to reach the big part of this. I planned to release my future games like this:
Five Nights at Treasure Island: Found Red Edition (more story)
The Night Shift at Treasure Island
Room Zero: Project D.I. 3
“Third Antarctic”
PDI:F 4
The Five Nights, merged with a revival of TRTF1’s major update due to their similarities and how they can fit together in a way. Basically….
A revival of TRTF1’s major update.
Third Antarctic is basically a FNAF fangame that achieves basically what a 2D classic FNAF fangame was like, but with a few twists. For one thing, you’ll have to check the temperature and make sure it’s high enough since the game literally takes place in the future in Antarctica. It will have some original ideas thrown into it while at the same time still making sense. And, best of all, the graphics will support true parallax scrolling due to actually being 3D. However, that’s all planned for the future.
PDI:F3 and PDI:F4 will be revealed in the not-so-distant future, as in, a few months.
Now, let me get on to the main reason behind this. Yes, I know, I just typed 1121 words, but we’re just getting started.
So, some of you may be aware that I’m a huge fan of the TRTF series. TFN:FB had (unintentionally) similar gameplay to TRTF1 and 2, but I thought that both were much better (even 1 despite its rage difficulty). TRTF was a major inspiration for me, even back when it was brand new and it was one of three big fangames out there (FNATI and Five Nights at illuminati were the others). And when I found out the TRTF2-RADSLA models were being released, I got overhyped.
And I started making a remake of it using placeholder images
and then something got tweeted
and that’s when I stopped
and thought about life
questioned it
felt suffering and extreme pain
and cried
and cancelled everything
except for two things
Red Edition and TFN.
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