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DrMorningwood

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A member registered Oct 13, 2022 · View creator page →

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I have no idea what could be causing that, how many monitors do you have?

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.

Maybe, but I'll have to rework most of the buttons to be touch screen friendly so if it happens it'll probably be when the game is finished and I won't have to go back and fix anything for the PC version.

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.

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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.

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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.

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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

Decently well, it's just taking more work than I expected to animate all the characters, since they're all differently shaped + sized they need unique animations for everything (especially the hscenes).


Hi, I appreciate the offer but I really want to do this game justice so I'm working on some less ambitious side projects until I'm a bit more experienced. It's definitely not cancelled (like the dozens of other perpetually alpha state breeding season curse victims) though.

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Thanks. I must've forgotten to fix that, the problem with it is that I accidentally made it rotate on the wrong axis (I think, if it isn't fixed by the next update then it's a second, more mysterious issue)

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.

Not in the current build but I'll add futas (and men) at some point, yeah

Unlikely because I don't know how to test android builds, it's the same with linux and mac

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 safe to run, not sure why Windows isn't letting you run it, if you're worried you can always download it through the itch.io app instead

Thanks, I mean it's functional but it makes adding new stuff more complicated than just remaking most of it.

Thanks, not so much this game but I'm working on a sequel right now because this one is (comparatively) held together with duct tape code-wise.

I thought I fixed this a while ago, it should be starting automatically in windowed fullscreen now, what OS are you on?

There are two men and two women, on Night 2 onwards (or any custom night where their AI is set to higher than 0) one of them will spawn with the women on the Stage (Cam 1-A) and the other starts in the VIP suites (Cam 1-C)

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You can already disable NSFW scenes in the content settings in 1 but different models (genderbends so everyone is either male or female and a total sfw mode) is an interesting idea.


EDIT: I'm debating the idea of letting you choose the gender of the security guard too.

Thanks

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.

Weird, I'll update it later because resolutions and fullscreen/windowed modes are a bit overdue anyway.

The window's resizable, you should be able to click and drag one of the corners into the middle of the screen, but I'll add resolution options to the settings in the next update.

I'm definitely open to suggestions, I have an idea of what I want everything to be like but it's subject to change.

Yeah that's really funny, I'll leave that in, the fact you can still win and reach 6AM with an animatronic on top of you makes the gameplay a bit meaningless, so I'll patch that though.

The sequence that starts after the power runs out? That's really funny, I never even thought to check that

"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

Thank you, I'll be sure too.

This is all fair, doubly so considering it's my first attempt at anything 3D (on an engine that's also pretty rudimentary when it comes to 3D stuff but this starting to resemble an excuse)

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!

I have no plans for it rn but it's not a hard "no", worst case scenario: wait until the sequel

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Thanks!


Mechanical spoilers:


Power decreases every few seconds, the base is 1% and everything you have turned on (cameras, doors, cctv) adds 1%, so with everything turned on you'll lose 6% every time you lose power; haven't figured out how it works in the original games yet.

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Think you could edit your post and add some screenshots to what the lighting looks like for you?


EDIT: Thanks, I'll add more ambient lighting when a game over scene starts so things in the shadows are visible.

No, that's more than fair, right now it's just padded with mostly placeholder content I'll go back and replace later, once (most of) the mechanics work

It's installable on the app now.

Will download the app and see how it works later, I'm guessing it has something to do with it being a zipped file

Not really, the art just sucks because it's mostly placeholder.