I have no idea what could be causing that, how many monitors do you have?
DrMorningwood
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Thanks!
Yeah Vulpey being silent isn't intentional, he has the functionality to make noises but I must've forgotten to add the signals to play them in his animations,
Speaking of noises, the one at the start of the Chickey video is what'd play if you used the hallway light if she was outside the room in SNAB1, (and the footsteps in the background are the noises Conney and Bucky would make when they'd move too), just thought it'd be funny to add references there.
I'm remaking all of the animations right now and adding phases/different speeds but the first person cam is something I'm absolutely going to do, just like how they worked in the animation demo.
A hidden "boredom" timer or something that slowly increases their AI the longer you don't watch them might be interesting, and the power thing could work too (maybe something the fucktoys do if their AI is over a certain number), maybe later nights the power has a chance to go off on its own and you have to flip a breaker switch next to you to make it come back (and now being able to use the cameras or look at what's near you as a result), thanks.
I should put you in the special thanks at this point.
But the menu issue is an easy fix, worst case scenario: expect the UI to just look a bit different when it gets resolved.
There's meant to be a win screen but I keep forgetting to enable it so when 6AM occurs everyone stops as that screen fades into view, another easy fix.
The video playback settings are a really good idea, not sure if there's any built-in functionality for them though, so I might have to do a lot of it manually (it took me longer to convert the video into a format the engine would accept than it did to actually make the video so my hopes aren't high for it being simple), I think it's mainly meant for intro cinematics and other cutscenes of that caliber.
I forgot to mention it anywhere but rolling the scroll wheel can toggle the mask and pressing it can open the CCTV (not actually sure if the latter one is in the published build yet, though), the buttons seem like a good idea, worst case scenario I make it an option you can choose. I still need to test it to balance it out a bit more, but there are three more animatronics planned (subject to change) that'll act differently (buff anyone nearby, sabotage your cameras, etc). Threesome scenes are on the to-do list as well, and you can expect a gallery/scene viewer when the game is balanced enough to warrant a story mode for the other unlockables/extras. Thanks for trying it out this early! It's a big help.
Thanks, this was really helpful.
1. This wasn't intentional and has been fixed now
2. I fixed this issue, opening/closing the camera menu will now automatically turn off flashlights now too, as well as reduce the time before you get control back after the "I'm in your face and will lunge at you if that mask isn't on asap" sections, and made a map layout image for the UI for the CCTV system, should overall just feel a lot better
3. There's an extra camera behind the loading bay doors now (Its light will also make Vulpey go away, like your normal flashlight does)
I also added a "silent jumpscare" option in the content settings, maybe later I can make a "dayshift mode" or something where the whole game isn't as tense, it's just the idea behind this one was to go in the complete opposite direction thematically as an ironic overreaction to people calling the first game funny (hence why the older animatronics in the storage room are a bit more lore accurate to FNAF). It's still funny,. just not from the POV of the main character.
The update should be live later, I just want to test anything to make sure there's nothing gamebreaking
Thanks. There should be an unavoidable content settings menu when you open up the animation showcase, the sexuality settings are greyed out right now because there's only straight content in this build, they'll be functional when there's actually different content to filter.
I also had a weird amount of interest in a totally censored/sfw version for the first game too so that might be something I implement too.
I'm grateful for the support because I'll be honest, I had to take a break for a while because I watched some fan made FNAF stuff to get an idea on how people expect fictional animatronics to move and ended up freaking myself out by binge watching analog horror about them, but I'm feeling a lot less scared now.
If you download the itch.io launcher https://itch.io/app you can copy + paste links, or add the game to a collection and download it from there, not 100% sure where the app downloads to though but I assume you can launch it like a normal .exe if you got it through the app
It's almost done so I'll add him at some point before the "final" update, but there's already a custom night in the extras menu (it's available from the start, you don't need to finish all the normal nights first)
Next update will likely add him, general improvements to the map like having the storage room not be a white box, more animations, etc.
"Start (Night 1)" starts the campaign that slowly amps up in difficulty, or you can start a custom night by going into "Extras" -> "Custom Night" -> (change the sliders that appear, the further to the right they are the faster they'll move) -> "START CUSTOM NIGHT".
If you meant the gameplay, the idea is to keep them out of your office until 6AM, move the mouse to the left and right to pan the camera around the room and move it down to open/close the cctv system, the girls need the doors closed on them if they get too close and will retreat back, Bucky the Stag can only move if you're not watching him with no way to send him backwards and Vulpy the Fox will slowly wake up if the cctv system isn't open.
The Foxy character is a femboy, you can see him sat on the floor in the main menu
This was really helpful, thanks.
The idea was a straightforward FNAF1 parody, if people find it as entertaining as I do, I'll parody the first three games (maybe FNAF6 as well) as a trilogy.
It absolutely needs a label to tell you what night it is, will add that in the next update, UI isn't one of my strengths so I got it out of the way last. I'll add an indicator of what night you're currently one (there's already an autosave/load feature running in the background), a custom night option once the main "campaign" is finished, maybe with some optional modifiers like starting a few hours earlier, one of the lights not working, CCTV inputs having a few seconds of latency, your character (who'll get a menu dedicated for skin/hair/eye color sliders so you can customize him) being deaf so all the diagetic sounds are muted, etc.
Expect changes to the map layout too (including the office's interior) to make it resemble where you're meant to be a bit more because the walls and floor are really bare, I tried to compensate for the current lack of windows with very distinct sound cues and little ambience but that obviously can't work for everyone.
The story will have to be pretty vague when you have a budget of $0 but I'll see what I can do about adding a phone guy to act as a tutorial and drop hints about the worldbuilding, on top of adding posters and the like like I mentioned earlier.
In terms of animatronics, the rabbit and the stag are done and (more or less) working as intended, but the smaller metallic one is a placeholder for Chica's equivalent (who's model is almost finished), and there's nobody who acts like Foxy yet, but there will be.
(Trying to add a screenshot of her being almost finished, but Itch servers don't seem fond of adding images right now.)
Having the content settings be in the settings menu is a good idea, too. Thanks!