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Devlogs

Day 2

Five nights At ProtoType
A downloadable game for Windows

I started day 2 really unsure how to approach the Ai. I wanted to stick to OOP principles as much as possible, but without a clear idea of how to start, I spent a long time just considering what needed to be done. 

Before I could start on the Enemies, I needed to make a map for them to traverse around. So I redrew the template I created yesterday, and chose where I wanted each camera to be. Then on a separate drawing,  the path each AI would path toward the player. 

I spent a long time considering whether to make the map to scale or have completely disconnected rooms that only had the illusion of being connected through the camera system. The latter would cause me to worry less about overlap in camera views but would be harder for me to work with visually. So I rebuilt the map to scale, while this does have some issues with overlap, I found it a lot easier to work with.

Once the map was 'done', I started on my first Enemy. I went through a few methods, but I found the most effective to be having placeholders around the map, that held the location and pose data for the Animatronic to collect before moving to that spot. This helped a lot visually as while editing, I can see all the spots each enemy paths through, and can avoid overlap. Once I created the first, I selected the code that would be shared across all animatronics and moved that into the parent class to avoid redundancy.

I wanted to try something different with my Foxy substitute enemy. In the original Five nights at freddys, He becomes more active if the cameras are off. My rendition works slightly differently. I will go into more detail about each of the enemies in a future post.

I ended the day with adding a basic jumpscare, to signify a Game over. While there is still no way to win as time does not exist yet, it adds stakes.

Tomorrow I'm hoping to add more feedback to the player through sound cues, and finish the last enemy.

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