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DrMorningwood

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

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Once it's more or less finished I'll see if I can make an android version, I'll have to change quite a lot of the UI and input stuff so it'll be a lot less work to just change the finished game rather than develop two basically identical games at the same time

A couple of people are having this issue, I can't replicate it but for the next version, I'll upload a compatibility version that uses older rendering architecture and see if that fixes it, it might be that because Vulkan is (relatively) pretty new and isn't supported by all hardware

Probably not, since I haven't updated this game in particular in over a year but it'll get a remake at some point

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You're meant to get it after completing all the preset nights, the game's meant to end but other people have the same issue so I think it's bugged and the ending doesn't trigger.

I can't seem to replicate the bug (I did notice that if you lose to him, your camera doesn't "snap" up if you're looking at the CCTV like the others do, though), I'll keep testing it, if I can figure out why it happens then I'll fix it for the next update, thanks.

Did you see who jumpscared you? And if it was right after getting jumpscared then you might've gotten really lucky and reached 8AM before the animation finished

What was the bug?

I made a mistake, sorry, the lighting engine I have it set to use is Vulkan,

If you don't even see the splash screen then something's stopping it from even opening properly, are all your computers' drivers and stuff up to date? Games made with the Godot engine use OpenGL if that's useful.

I have to use a bit of software called Butler to make games available on the itch app, I'm pretty sure that unpacks zipped files (but doesn't change their names)

Thanks!

Not that it's accessible yet but the map is one cohesive building now, too, at some point I want there to be some free roam in it (not necessarily related to gameplay, maybe just an excuse to hide stuff around for people to find)


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Thanks! A few of them are silent for some reason, Busted Bucky's game over scene was too while testing but I have no idea what causes it so I can't make any promises on how quickly I can fix that.

It looks like some of the animations didn't import properly, so when it was meant to play animations that didn't exist it just didn't play them and kept playing the previous one, no idea why but that should be easy fix too if I export the model again.

Anything small enough to attack via the vents are MEANT to not be able to move to the same position as someone else, it sounds like it's almost functional  but needs tweaking to work properly

After testing I found the same issue with the PC's face not changing  but I know exactly what causes it, that'll be an easy fix you'll see in the next update

Those QoL ideas are easy changes to make, thanks!

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Right now the most important things on the roadmap are:

-An Actual story mode instead of just a custom night unlocked from the get go

-A few more animatronics with unique mechanics: Fucktoy Vulpey/The Mangle who'll be pretty accurate to FNAF2, a pair of dogs that steal your mask and flashlight (basically BB), Golden Bucky (who's a lot cleaner and a lot less occupied than how he is in the image I sent) who temporarily increases the AI of anyone in the same room as him and a busty wendigo thing that'll kind of do whatever she wants mechanically (kind of like the Nightmare from FNAF4)

-Minigames and collectables

When #2 is finished tbh, I have some concept stuff for it

Thanks, the rough setting does actually give fewer points, but my reasoning at the time was that it was a lot faster than the hard setting so you'd still make more doing it (in retrospect, it should've given you at least just as much). Rotate options and a reset button are good ideas, too

Yeah, that's also a bug then, he's just meant to wait and try again, the only character who won't retreat back to where they start.

Yeah, that's not intentional at all, he's meant to be pretty 1:1 with FNAF1 Freddy and getting jumpscared by anyone is meant to be a game over.

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I haven't worked on the game in over a year, if/when I ever do again, it'll probably be a total remake/overhaul but I'll try and answer your questions.

I forgot the criteria you need to fulfil for all the skins but one of them is beating a custom night with that character set to an AI level of 20, and the other is for completing a custom night with everybody set to an AI level of 20.

There's meant to be an ending after night 6, with night 7 being the custom night, if it keeps counting up then it's just bugged, apologies, it was my first attempt at a game that I actually completed.

Is Bucky bugged in the custom night? If not, then its probably because the normal nights have preset AI levels and if it's going over the amount of nights I specified the AI levels for it might just be using the default/debug ones I made for testing everyone.

Thanks. Learning how to uv unwrap 3d sculpted objects is on my list of things of learn, it makes the topology a bit different to normal 3d models and I didn't know what I was doing, so I just used solid, uniform colors.

More positions are a great idea, I meant to add multipliers, the skins should've been a flat bonus and there would've been an additional multiplier for the morph values the further they were from the default, I must've forgotten to. Definitely something I'll do if/when I make it a bigger game, thanks!

Yeah I can do that, better modelling work, more customization, maybe some actual progression and story, etc.

Thanks!

Modelling Fucktoy Vulpey is turning out to be a bit more complicated than I was expecting, since she's not completely humanoid.

I plan on adding all three of them, though.

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A POV camera (and probably preset angles you can cycle through) are going to be in the next update that should be ready for release in the next week or so, I can decrease the camera sensitivity too while I'm at it.

Thanks! Recently I've been learning how to 3d sculpt primarily so I can do justice to more biological looking monsters (like the Nightmares)

Thanks, but yeah, I went a bit overboard with the effects and the muted lighting + colors.

Thanks!

No promises but mobile compatibility is something I've been trying to figure out, so maybe.

I changed it's display name to just "SNAB" and the install instructions, should be a bit less confusing now.

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Oh, I must've forgotten to update the instructions, itch.io makes you publish your games through this thing called butler to make it available in the itch app, I guess that automatically unpacks it (but doesn't rename the file).

I'll disable the auto-maximize thing for the next update and see if that fixes it.

You can install old versions through the app if you press the cog next to the launch button -> manage -> switch to another version


The game maximizes its window upon startup, maybe that's messing with it?

You can try it, I can't replicate the error so having the app handle all the downloading and unpacking might be your best bet.

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Are you downloading it through the itch app? Try launching it through the app if you are

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.