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Well we need to know if there is already a plan for who comes out at which nights. Night 1 should be realtively easy and just a look at what is to come. So maybe the swede and possibly chud come out also troonjak maybe?
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>>159dont make xer hanging doe
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>>159go look at
>>67frqqt sort of confirmed he will be using this
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Also should we come up with some of the cosmetic aspects of the game or should we wait?
>>161oh okay
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>>159>>158my idea is that in night 2, plier makes a video about the asylum causing some jaks to come over (maybe chud and troonjak) and dolly doll would mention that swolesome is going to look for them once the night is over. something like that
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>>161Even dough dolly redditconned it slightly with the Feraljak music box line
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>>160yeah i think that how it would work with troonjak is that if xe hangs xerself you are kinda fucked anyways so xer suicide is not cannon which means xe can appear mutiple nights.
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>>163even althoughdoebeit chuddy chud is already in night 1
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>>166Ok yeah I will work on it in a lil bit
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>>168yeah and thats a retarded idea
nothing is final we can move him to night 2
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>>163Well its an asylum and the jaks are supposed to be patients doe. My idea of it was that the new jaks appearing would be from them escaping their cells at night and then going back to them at daytime to not arouse suspicion
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>>171fair, still doe chud coming in with an ar15 to break rapeson out would be gemmy
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>>170i think it would work because the player needs to be familiar with both the light switch and the flashlight from right on otherwise they could only use one and win
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the lore is that some outsider jaks are raiding the asylum to break rapeson THOUGH
>>171it could work anyway, some jaks would be asylum patients anyway like fingerboy
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in night 1 rapeson could be sleeping, in night 2 standing menacingly and in night 3 he would break out
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>>173if the hours are the same length as in fnaf then it would take 1 hour for phone guy doll to hang up in game, i think both chuddy and the swede should start moving at that point because there would either be no reason to ever turn the lights on, or no reason to turn the flashlight off (there shouldn't be a power mechanic in this already complicated game) so them both being there on night 1 means you already are making sacrifices
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 NIGHT 2
>Hello? Hello little buddy! So anyway, we had a small incident yesterday. One of our persons of interest, codenamed "PLIER-ALPHA" has released a video on his SoyTube channel depicting our facility with surprising accuracy. Our Secure Network Service is already covering it up, but sadly it has attracted quite a bit of attention. Expect unwanted visitors throughout the night. We've managed to convince Swolesome to handle them once he finishes his exercise routine, but expect it to take a couple of days. Sadly, until then you'll have to handle this on your own. Most of our psychiatrists are busy figuring out how this incident even happened and the rest are refusing to volunteer, even after promises of higher sproke rations. I'm counting on you, buddy.
>The video depicted one of our most most dangerous patients and described him in surprising detail. Thankfully, we've designed Cobson's cell bars to be impervious to all sorts of damage, so no need to worry about him getting out. Just keep an eye on him every so often, the head psychiatrist doesn't want him to have any unnecessary outside contact…
>Oh! I almost forgot, silly me. Last time I heard, Dr. Soystein tied down a fingerboy for research in his cabinet, but due to the recent emergency I have no idea what could've happened to it. Keep a watchful eye out: fingerboys are usually docile, but once they sense a presence near them they'll be sure to give you quite a tough time! Good thing is that they're blind and silly creatures - simply closing your door should keep any fingerboy out. Just make sure to do it fast.
>Anyway, that's all I have for you today. And remember: trust the plan!
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>>171but you'd see them on the cameras since you're a security guard. how will the patients avoid suspicion when they're caught on video.
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Right now I'm making a 3D model of how the place could look, and have made the office and hallway in front since everyone agrees on that, THOUGH only very basic right now, no textures yet. From here I'm thinking how the rest of it should look. So far I have this rough sketch with the dotted lines being vents. There have been many ideas so far, but here is what I'm thinking of how the characters will function:
>Chud moves through the right, rooms only. Turning off the light will make him go away after some time.
>Impjak moves through rooms on either side and the vents, going wherever he likes and having many entrance points. Simply shining the flashlight at him makes him go away.
>Rapeson becomes active when you don't feed the squirrel enough. He just walks through the hallway very slowly, and the only way to slow him down is to look at him, during which time he stands in place, making you vulnerable to others. He doesn't leave.
>'plier and troon move through the left side only. Closing the door when he is about to enter your room will make plier leave immediately. Troon won't enter if the door is closed, but will wait patiently until you open it. Xhe will then hang ximself, blocking your view for about 30 seconds, so you can only guess what 'jaks are in the hallway to do the right actions. This doesn't block the flashlight effect on imp THOUGH since that would just put you in unsolvable situations at times.
>Fingerboy moves into the vent quickly and doesn't leave. Moves very quickly, but only rarely will exit into the hallway to attack. He will rush quickly and closing the door will block him.
>If both imp and fingerboy try to enter your office directly through the vents, you can close them with buttons.
Does this layout look fine, or something should be made better?
Also suggest how to decorate the rooms. Right now I'm thinking either a full out asylum theme with white walls and everything, or a more silly general soyjak theme, with each room decorated around a particular 'jak.
Also the office. I think it would be funny to use a Thinkpad T60 for the computer, maybe some posters on the walls, and maybe an "I (transheart) soy" mug or something. Just give me some suggestions, I have a feeling this will be a very gemmy project.
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>>175I had a thought where in the story, rapeson is a new patient that is brought to the asylum on the night he arrives (on the first two nights, there is a sign on the cell that says something like "do not use, reserved for new arrival on wednesday) the cell looks more high security than the others. Doll tells you on the third call that rapeson has arrived to his cell, which is under your watch from then on. That night rapeson is sleeping in the shadows of his cell, until 2 am. He then is seen standing at the cell door holding the bars for thrity seconds, then he is seen turned away from the door towards the wall for 10 seconds before the camera goes static and you hear heavy banging. Then the footage restores with a hole in the wall and cobson gone. He then breaks into feraljaks room, causing him to stir. cobson then appears at your door and kills you if you dont close it in time. If stopped, he goes back into his room and its camera goes out for a moment. When it turns back on the bars are bent open and he is now in one of the other rooms on the map, begining his path to your front door
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Heres my take on the last paragraph
>Oh! I almost forgot to metion something you should probably know. I uhh heard something about Dr. Soystein I think? Well whoever it was he's apparently shipped in a fingerboy from the congo! Wouldn't be that dire normally but that guy has it tied down with ropes! I don't think those ropes will hold against something like that. So some advice, fingerboys are blind and use echolocation, albeit in the crudest sense. What I'm saying is that if you close your door it probably won't even know its there, so then it may wander of. Oh, and you will hear them coming so keep an ear out. I know this is quite difficult for a newbie like you, but I really think you can measure up to this challenge. Hang in there little buddy.
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>>181the map could mostly work, don't like the idea 'son being a freddy clone, him being only visible on 1 camera once he escapes would make him threatening enough
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>>181keep in mind that in night 3, cobson/rapeson will have a hole blown through one of his walls (thats what the joke about the impervious cell bars was)
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>>190looks good, add a bonus entrance on night 3 when rapesons wall is blown
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Has any of the code been written yet? I can do the programming and set up the Unity project
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>>192email froot hes doing the code
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>>190add 2 vents at the sides directly into your office
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>>190looks great, althoughbeit very symmetrical. Are you making this on Blender?
I can start making the camera mechanics right away. I assume that aside from (corridor + office +jailcell) we can make the other rooms 2D since the player actually won't be moving inside those rooms, they'll just observe them through the cameras.
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>>190where i think the cameras should be
>cam 1: monitors a pair of cells>cam 2: rapeson's cell>cam 3: a large hallway probably, haven't decided yet>cam 4: operation room, fingerboy starts here>cam 5: left hall corner>cam 6: central hallway entrance>cam 7: right hall cornervents are vents, they don't need explanation
chudjak breaks in at cam 3 and will be in various positions throughout 3, 7, and 6 before reaching the hallway blindspot. troonjak breaks in at cam 1 and instead proceeds on to 4, 5, and 6. impjak starts at cam 1 and wanders through 8, 9, and 11 for the first two nights, and then can also use 10 and 12 from nights 3-5. the fingerboy starts at cam 4 and after escaping he can only be seen moving on cam 8 for a few seconds before rushing to your office. in cam 2, rapeson sits kn the bed for the first night, stands in front of a wall during the second, and on the third night that wall has the gaping hole in it that leads to another hole in feral's cell behind you. the cameras can only see him on cam 2 unless squirreljak breaks the bars, which then he can also be on cam 6 before he's in the hallway
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>>196>althoughbeit very symmetricalthat's just what most actual asylums were shaped like.
no plan on the art direction, there's several ways it could go. if it won't be hand drawn the office and feral's cell should be rendered objects and the camera footage should be PNGs of 3d environments. 'jaks themselves never look good 3d so they should be drawn cutouts
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>>200the office and feral's cell are in the right spots, my plans for the camera placements and what the rooms are for is
>>197. these could be altered at any time
though. â„–202Quote
>>201when you say break in, do you mean they break into the asylum or do they get out their cell somehow?
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>>203
maybe more entrances would benefit the gameplau, but from nights 3-5 impjak will also be only entering from the back, and 'apeson can also do that, so i wouldn't call it too cramped either
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>>202the original plot was that they break into the asylum to break rapeson out, which they succeed to do on night 3
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I speak for everyone when i say cobson must be final boss
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>>197Bumo so froor can see it
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>>210cobby is planned to start showing up at night 3 but the FRQQT-approved title screen that guy made had a "cobson night" which i'm assuming is going to be just that
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>>210>>212>>213"Cobson night" was always a reference to Flumpty night from ONAF 3 where Flumpty kills all the other characters and the entire night is clones of him attacking you from various positions. Rapeson would be the only 'jak left, but he would be much more aggressive than every prior night, and he can now travel through every camera including the vents.
I did make a mockup "Custom night" version but never remade the title screen. THOUGHHH I could go back and do that if Froot wants me to.
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>>197I like this, looks nice, except I think the vent system should be changed up a bit. As it is right now, it's just moving in a straight line from fingerboy's place to the back of the hallway, and imp shares that same one line, tough he's closer. I was thinking of a more two sided vent system, where fingerboy would move through the left and impjak through the right, however impjak would also use rooms to move as regular jaks would, which would make him harder to find, and fingerboy would just be very fast and you would have to react quickly once he exits.
Also maybe vents could have alternative entrances directly into your office, which would become active on night 3, and you would have to close them off in classic fnaf 1 door style.
And maybe also a few more cameras to monitor the movement of regular jaks through the halls. As of right now, you can really just watch their entire path using two cameras, cam 1 and 5 for left, and 3 and 7 for right. They would be a bit too easy to find, and therefore not as spooky. I think at least three cameras should be required.
Also I'm assuming the red hall is rapeson's hole? How come that has a camera? I think you should just be forced to use the camera in his cell, and as soon as you see him gone, you have a few seconds to react.
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>>218
i did consider there being one opening above the door. a lot of thought would need to be put into balancing that, because this game is already quite complicated with you needing to use the flashlight, manage the door, manage the lights, avoid making sound, feed squirreljak, and check 2 camera systems. for a game with this much to deal with, even the littest addition can make turn it from thrilling to just annoying.
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the phone guy should be all the admins we have had, starting with soot, then kuz, then max, then doll then froot
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>>222
what if we have them as dead shit
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This needs to have explicit rapeson scenes. If he catches you he forces you to stare into the abyss of his pinworm-filled gaping rosebud
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any ideas for potential rare screens?
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>>226there should be a 1/100,000 chance of I Fucking Love Science playing ingame
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>>229
even THOUGH golden freddy is 1/100,000 and 'plier saw him (gem)
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>>197>>220if the left vent to the office is too much we can try making it lead to the hallway idk
also added one camera on the right, THOUGHts ?
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>>221I personally wont be voicing anything.
>>224tsmt
Im really liking the progress and engagement, although its a mess right now. Would all the fnac contributors prefer a telegram or some 'cord? Because one thread is very messy.
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i can make 3d models can i get in the team or something
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>>239>Im really liking the progress and engagement, although its a mess right now. Would all the fnac contributors prefer a telegram or some 'cord? Because one thread is very messy.Use XMPP.
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>>239you mentioned a 'cord in the protonmail. do that it would be easier to organise
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>>245>corddiscord is literally known for not caring about child safety problems
https://en.wikipedia.org/wiki/Discord#Child_grooming_and_safety â„–248Quote
Telegram is fine
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>>250>>251these are better
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>>259
that's what actual asylums are shaped like dough, and how does it not match with the lore i literally made the lore
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>>261
this, add golden 'plier too since thats what darkplier is based on anyways
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the player character should be either classic soyjak or 'plier (depends on if you would rather have 'plier as an enemy)
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>>264
is froot making the game? i thought hes just trying to make us create it
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>>262i wrote the entire 'jaks breaking in thing with the night progression and shit at
>>67 before namefagging. i don't see how it contradicts
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>>261
chud is also a "regular" jak althoughdebedoeit
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>>269
the map doesn't imply the ones breaking in are patients
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>>268yeah but he activates on night 2
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>>272i know it's not 100%%% certainly going to be the case but the doll phone guy audio mentioned turning the lights off to defend yourself, and the lore guy mentioned before that if chuddy wasn't there the same time as impjak there would never be reason to turn off the flashlight and there shouldn't be a power level in this already complicated game
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>>256
i have a gemmy idea: what if plier was talking to cob about breaking him out? would make sense after all
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>>275
i think from chud the player should become familiar with both the lights and the flashlight at that point, because they will both be essential later on
>>274
troonjak on night 1 would be too difficult and just add clutter to it
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>>278
wasn't chud always a regular 'jak? what is the consensus
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so, when would it be done? few months?
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>>3keep me posted via carrier pigeon when the game drops
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>>239set up a matrix server or something
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isnt scott transphobic? this is kind of insensitive to make
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>>266I plan to develop it. with the art help from others, because i can program not do artwork
>>281do this but dont go crazy with lore.
>>285at least a month. the game takes a week to develop because its simple, but the art takes time.
>>289matrix is kinda cringe. I like trannycord because its easy to use and im a child.
loreGODS PLEASE DONT START DOING ALL THE LORE NOW, WAIT UNTIL THE GAME IS AT LEAST PLAYABLE TO DO YOUR SOY STORIES. I DONT PLAN TO MAKE THE WHOLE THING AROUND LORE OR WHATEVER, SO YOU WILL HAVE TO EDIT YOUR DELUSIONS ("STORY") AROUND THE GAME. WORRY ABOUT ACTUAL FUNCTIONALITY AND GAMEPLAY LOOP INSTEAD â„–301Quote
>>296
Mostly agree with everything here, however with imp and troon both starting on the left and only chud starting on the right, there will be one empty cell on the right, if plier was to start at 3B rather than 3A. I think he should start at 3A, since then he would fill it up and it would make a little more sense rather than him just appearing half way down the hall half way through the night.
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>>294can u email me these/.
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>>256
>Keep in mind that fingerboys are quite fast, so if I were you I'd close it straight away!
ermm… I think thats a little too much handholding for a fnaf game, given that thats something that you will find out very soon after the call. The intended experience in fnaf at least is that the phone guy gives you some very vague hints as to the enemies habits, while constantly trying to downplay and sugarcoat the serious danger that you are in.
The phone guy calls serve an important dual purpose, the first one being to aquaint the player with the main pillars of the gameplay(the tools you will have to use to stop the enemies), and to get you further immersed and maybe even confident in certian aspects of the gameplay, before suddenly pulling it right out from under you, resulting in the player panicking and freaking out. The prime example of this is foxy's activation in FNAF 1. For the first two nights you learning how the animatronics behave and begin to get comfortable as you start to have decent controll over the situation. You begin to establish rules.
>The animatronics do not move on camera, and all of their movements are betrayed by the camera cutting out.
>even if they get to your office when you least expect it, they will stop at the door where you can see them. So you are given lots of grace to stop them in time.
Now comes night 3, and phoneguy mentions another animatronic in pirate's cove. "okay, I can deal with that" you think. All he tells you about this new enemy is that he is camerashy and to keep an eye on him. So you do, and he inevitably starts to peek out, then suddenly he's gone. You start to flip through the cameras looking for him, then you hear something running. You quickly tab to your hallway camera, and find him. But what you see breaks all of the games rules you thought you knew. He is not standing still, but is actively bounding down the hallway, about to reach your office! You drop the camera and scramble for the light switch instinctivly. But you see nothing before foxy bursts into your office and kills you. You are left completely shaken and most importently humbled. Any of the security from understanding the game you had is now gone, and you are once again on edge and expecting the unexpected.
This nearly describes markiplier's first experience with foxy to a tee. In fact, I suggest all of you rewatch and analyze pliers playthrough of fnaf 1. Watch what elicits a strong reaction from him in his playthrough, and take mental notes of those elements.
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>>306Im terrible at matrix, try now