• Five Nights at Freddy's V2 - FNAF 5 Hype!
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I was actually wondering if it would be easier to try putting in AI with the 3D rendering in realtime, rather than faking it with 2D sprites of CGI.
And so leaves another great of /5n@f/'s time.
[url]http://gamejolt.com/games/rpg/five-nights-at-f-boy-s-3/53790/[/url] FNAFB3 is suppposed to release today also whats this thing about TF2/FNAF Crossover? is it a community project?
[QUOTE=Dragara;47562688]So not intended to be scary at all? Just suspenseful as you wait for the Spies to come and get you?[/QUOTE] Yeah, the idea is not focused on making a scary game, just a suspenseful one that fits within the TF2 universe without introducing too many new things into it; I want everything here to fit into the normal TF2 lore and atmosphere rather then just making a FNAF reskin. [QUOTE=Dragara;47562688]Aside from the ammo loss, is there any other penalty for shooting at teammates? I'd imagine that the player could get a game over for killing a teammate (although a non-scary TF2-based game might not have friendly fire on, now that I think about it). Also, I don't see the Teleporter in your image, where is it supposed to go? EDIT: [t]http://i.imgur.com/Gw7NjS3.png[/t] I decided to try and make a quick panorama of the intel room in SFM just for kicks (I'm curious, is the halo tool the only reason you're using GMOD over SFM? Because I personally think outlines of clickable props could be replaced with something else or even dropped completely, but that's just my opinion). Also, I'm thinking that maybe it might be possible to drop the second Sentry (probably the one on the left) and place the Teleporter exit there. The Wrangler is there to choose what door you're shooting at, and having multiple Sentries is just more things to code and animate.[/QUOTE] I'm using Gmod because my computer is not very good with SFM. Also I'm still figuring out gameplay details, so that shot of the office with 2 sentries is not final. I had the idea of having 2 sentries because I figured you'd have the Wrangler on the desk; you'd have to click on it first and then click on the doorway you wanted to shoot into. I thought that I could simplify it by having 1 sentry per door, and you'd just have to click on the sentry guarding the corresponding door to shoot the spy. Just now, though I thought, I can make it easier and make the office look less crowded if the player just clicks on the door they want to shoot into. That way there only need to be 1 sentry. Apart from the Limited ammo resource, there's also the control point to worry about, as mentioned earlier. Leave the spies on the control point for too long costs the player by adding more time that they have to defend, similar to what happens in TF2. There's tension added by the fact that you specifically have to locate Pyro on the cameras, call him, and wait a few seconds for him to show up at the point to clear it. The point will have a meter displayed at all times in the player's view showing the current rate of capture, basically a countdown meter until they capture the point. As for the lack of a teleporter, that was because the 2 sentries were taking up so much of the screen that I couldn't figure out where to put the teleporter without taking up more space on-screen. With the aforementioned changes, though, there should be space for it. I think I'll also set up the teleporter's entrance at the loft room. Also I'm going to take the wrench off the desk. There will instead be a wrench button on the camera screens for repairing the camera you're currently looking through if it gets sapped. That should simplify things rather then having the player exit the camera purely to pull up another menu screen separate from the regular cameras to repair them. I guess having the extra screen could add some tension, but since the player's already juggling having to keep track of the 8 other mercs, I think it'll be fine without it. As for the map display, since the bases at 2fort are each 3 floors (Spawn/Loft/battlements, Ground floor/Courtyard, and Basement/Intel room) I figure the map display on the cameras will have 3 buttons displaying the different floors similar to switching between the normal rooms and vents cams in FNAF3. [QUOTE=BenjaminTennison;47563297]I was actually wondering if it would be easier to try putting in AI with the 3D rendering in realtime, rather than faking it with 2D sprites of CGI.[/QUOTE] I would totally do that if I knew how to. That would be pretty awesome if it could be set up as an actual TF2 gamemode playing in realtime. [QUOTE=ysd64;47564876][URL]http://gamejolt.com/games/rpg/five-nights-at-f-boy-s-3/53790/[/URL] FNAFB3 is suppposed to release today also whats this thing about TF2/FNAF Crossover? is it a community project?[/QUOTE] I literally came up with the idea yesterday. I'd like to try making it myself, but I'm still figuring out gameplay ideas at this point. Others are welcome to join in on the project, though.
For those looking for a decent fangame there's a pretty damn good one out there called One Night at Flumpty's, it also has a sequel which came out not too recently. [video=youtube;LiWf9rp4LXI]http://www.youtube.com/watch?v=LiWf9rp4LXI[/video]
[QUOTE=VietRooster2;47566015]For those looking for a decent fangame there's a pretty damn good one out there called One Night at Flumpty's, it also has a sequel which came out not too recently. [video=youtube;LiWf9rp4LXI]http://www.youtube.com/watch?v=LiWf9rp4LXI[/video][/QUOTE] Yeah, I saw that, Markiplier was playing it in his most recent videos.
[QUOTE=Ryu-Gi;47565921]Apart from the Limited ammo resource, there's also the control point to worry about, as mentioned earlier. Leave the spies on the control point for too long costs the player by adding more time that they have to defend, similar to what happens in TF2. There's tension added by the fact that you specifically have to locate Pyro on the cameras, call him, and wait a few seconds for him to show up at the point to clear it. The point will have a meter displayed at all times in the player's view showing the current rate of capture, basically a countdown meter until they capture the point.[/QUOTE] But that doesn't answer my question of what happens when the player shoots a teammate in the intel room by mistake. You said that teammates will occasionally teleport in to check on you, and they may or may not be Spies. What happens if you shoot at a teammate? Is the ammo cost the only thing that would punish the player? Does the teammate die (and would this result in a game over or other severe penalty?) or have a negative reaction that would affect the rest of the game? (I'm not saying that you [I]need[/I] to add any more punishment than that, I'm just curious.) This whole discussion reminds me of an idea I had of a FNAF spinoff set in Left 4 Dead. The player takes the role of Whitaker (who has been forced from his gun store and into the security office of Liberty Mall), and must do some trap-setting and remote diverting to keep both Infected and hostile survivors away from him. Seems like an okay idea in my mind, but I haven't done much serious thinking about gameplay and balance and whatnot. :v:
Continuing the "Night Shift at Teufort" discussion... Here's the thing: Let's go with the idea that you actually can shoot and kill your teammates; doing so would actually help narrow down who the spy actually is. It actually helps the player, in a twisted manner that actually fits in with TF2's style of humor. The problem is that it would make the game too easy; once the player has killed all their teammates, all they'd have to do is stay in the Intel room and not check the cameras at all, just shoot whoever comes in the doorway because they're guaranteed to be spies. Then I remembered, TF2 has respawn. So, to balance that out, killing your teammate would help identify spies a little easier, however, the teammate that you kill will end up respawning and returning to their usual activities after about 20 seconds, just like in TF2. You only have that short time frame to search your cameras and see if the dead teammate is still up and walking in a different part of the base. (In which case it's actually a spy disguised as your just-expired teammate) The player would also receive a notification in the corner of the screen every time a dead teammate respawns. The respawn also affects spies killing off your teammates, too, though; teammates killed by spies will eventually respawn in 20 seconds. A possible way to balance this out is also to make the amount of ammo your sentries have very limited; something like only giving the player 15 shots per round. It forces the player to have to gauge the situation carefully and ask themselves if it's worth using up ammo now or saving it for a spy attack later. EDIT: Maybe it would be better if the teammate just reacted negativeley to being shot instead of dying. Like soldier calling you a maggot or something. I don't know. it's all still brainstorming. EDIT: Here's a fun idea; sometimes a teammate performing a normal activity will flicker and a masked spy in their exact place for a few frames. Another possible sign they're a spy.
[QUOTE=Ryu-Gi;47566817]The respawn also affects spies killing off your teammates, too, though; teammates killed by spies will eventually respawn in 20 seconds.[/QUOTE] This makes me wonder what would happen if a teammate ends up in the same room as a Spy disguised as them. Perhaps the camera would go out for a set amount of time and once that time is out, either the Spy or the teammate will be killed (and the player wouldn't be able to tell who won). By default, both parties could have a 50% chance of winning, but having additional teammates in the room will increase your teammate's chance of survival while having additional Spies increases the Spy's chance.
Hadn't thought of that. I just figured only the Engineer would be doing all of the spy-killing, apart from Pyro on the Control Point.
Even then Ryu-Gi, you could just turn off the Ambient Occlusion and motion blur while also decreasing the frames per second... Hold on no, that wouldn't work if Source Filmmaker puts great requirements on computers, that must be why FNaF is not 3D rendered in any way. Besides, SFM is still in a beta state and not currently available for Mac or Linux. [SP]Dualbooting and such don't always cut it[/SP] As for the crew respawning, how can you be certain they're the same guys who got TK'd? It is possible their actual counterparts (we know some of them being named) are alive and well but are cloned into being fighters, thus none of them really "die". A clone in realistic Sci-Fi has memories of his/her own, but in some fantasy ones they have a shared telepathy over each other like Link in Four Swords... Of course, TF2 was never intended for friendly fire, but Meet the Spy had it in, temporarily.
[QUOTE=BenjaminTennison;47568420]Even then Ryu-Gi, you could just turn off the Ambient Occlusion and motion blur while also decreasing the frames per second... Hold on no, that wouldn't work if Source Filmmaker puts great requirements on computers, that must be why FNaF is not 3D rendered in any way. Besides, SFM is still in a beta state and not currently available for Mac or Linux. [SP]Dualbooting and such don't always cut it[/SP][/QUOTE] I'm confused, are you implying that people will be playing a game that is rendered realtime in SFM, despite SFM being a render program that is not intended for realtime whatsoever? [editline]21st April 2015[/editline] And if not, then why would SFM not being available for mac/linux matter that much?
[QUOTE=BenjaminTennison;47568420]Besides, SFM is still in a beta state and not currently available for Mac or Linux. [SP]Dualbooting and such don't always cut it[/SP][/QUOTE] I don't have any solutions for Linux users, but for Mac users there's [URL="http://steamcommunity.com/groups/SFMMac/discussions/0/540744475171451125/"]this[/URL]. It doesn't work for everyone (not sure what keeps it from working for others), but it does for me (I run it on my Macbook Pro). The only issue it has that I know for sure is that it can't do AO, but you can make do without it.
[QUOTE=AlfieSR;47568896]I'm confused, are you implying that people will be playing a game that is rendered realtime in SFM, despite SFM being a render program that is not intended for realtime whatsoever? [editline]21st April 2015[/editline] And if not, then why would SFM not being available for mac/linux matter that much?[/QUOTE] I must've forgotten that SFM is just animating, and the only "realtime" it can do is lighting and SSAO when rendering to video. Mac and Linux users won't be able to do *their* animations, pretty much sums it up in a nutshell.
[QUOTE=Ryu-Gi;47566817]Continuing the "Night Shift at Teufort" discussion... Here's the thing: Let's go with the idea that you actually can shoot and kill your teammates; doing so would actually help narrow down who the spy actually is. It actually helps the player, in a twisted manner that actually fits in with TF2's style of humor. The problem is that it would make the game too easy; once the player has killed all their teammates, all they'd have to do is stay in the Intel room and not check the cameras at all, just shoot whoever comes in the doorway because they're guaranteed to be spies. Then I remembered, TF2 has respawn. So, to balance that out, killing your teammate would help identify spies a little easier, however, the teammate that you kill will end up respawning and returning to their usual activities after about 20 seconds, just like in TF2. You only have that short time frame to search your cameras and see if the dead teammate is still up and walking in a different part of the base. (In which case it's actually a spy disguised as your just-expired teammate) The player would also receive a notification in the corner of the screen every time a dead teammate respawns. The respawn also affects spies killing off your teammates, too, though; teammates killed by spies will eventually respawn in 20 seconds. A possible way to balance this out is also to make the amount of ammo your sentries have very limited; something like only giving the player 15 shots per round. It forces the player to have to gauge the situation carefully and ask themselves if it's worth using up ammo now or saving it for a spy attack later. EDIT: Maybe it would be better if the teammate just reacted negativeley to being shot instead of dying. Like soldier calling you a maggot or something. I don't know. it's all still brainstorming. EDIT: Here's a fun idea; sometimes a teammate performing a normal activity will flicker and a masked spy in their exact place for a few frames. Another possible sign they're a spy.[/QUOTE] If you kill too many teammates, the rest of the team will try to come down and kill you?
Yeah SFM is for animation only, it's not a game engine. If SFM is used at all it would be for rendering 3D animated backgrounds. Also, BT, you're overthinking it. It's just the exact same characters respawning. No clones or recovered memory stuff complicating it.
[QUOTE=Ryu-Gi;47571059]Yeah SFM is for animation only, it's not a game engine. If SFM is used at all it would be for rendering 3D animated backgrounds. Also, BT, you're overthinking it. It's just the exact same characters respawning. No clones or recovered memory stuff complicating it.[/QUOTE] That's what I was thinkin' since the mercs all look like each other, and in fact are each other. I was also referring to the mercenaries in Meet the Team, wherein everyone on BLU is a noob.
[QUOTE=BenjaminTennison;47571756]That's what I was thinkin' since the mercs all look like each other, and in fact are each other. I was also referring to the mercenaries in Meet the Team, wherein everyone on BLU is a noob.[/QUOTE] In this game's case, BLU team has decided to spy rush.
Something strange is going on on Scott's website, the hat is gone
[QUOTE=eswesr;47578045]Something strange is going on on Scott's website, the hat is gone[/QUOTE] What the hell could Scott possibly do with the series? All the animatronics are burned, and I don't think he'd want to put Springtrap in the limelight again.
[QUOTE=ChrisR;47578171]What the hell could Scott possibly do with the series? All the animatronics are burned, and I don't think he'd want to put Springtrap in the limelight again.[/QUOTE] I think it's for the movie.
[QUOTE=eswesr;47578045]Something strange is going on on Scott's website, the hat is gone[/QUOTE] oh crap [IMG]http://www.scottgames.com/hat.jpg[/IMG]
Chipper took the hat [editline]fnafporn[/editline] Anything hidden in the pic?
What's different?
Is it all over? [sp] or does the cycle restart [/sp]
I get a creepy vibe looking at the image without the hat, don't know why.
I still see a fucking hat.
[QUOTE=HiddenShadow;47578342]Anything hidden in the pic?[/QUOTE] Nope.
Scott, what are you planning...?
I bet the next teaser is gonna be some decrepit Freddy. Calling it now. [editline]23rd April 2015[/editline] Can anyone confirm this? [IMG]http://40.media.tumblr.com/5b9fc6bcbab358d9a67b20b121824fc2/tumblr_nn8k2aRU2V1u4mqino1_1280.png[/IMG]
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