[RELEASED] Five Nights at Freddy's

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skornedemon
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Re: Five Nights at Freddy's

Post by skornedemon »



Release 10/31.
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Josh771
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Re: Five Nights at Freddy's

Post by Josh771 »

I am eagerly awaiting the finished product. Curious to see how the final map and mechanics will turn out. Will this be playable by 1-2 players, or does it really need at least 3-4 to be survivable?
skornedemon
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Re: Five Nights at Freddy's

Post by skornedemon »

It's up to 4 players supported. It is incredibly hard doing it by yourself than with people.
skornedemon
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Re: Five Nights at Freddy's

Post by skornedemon »

Released. Updates to come soon. Happy Halloween everyone!
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RastaManGames
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Graphics Processor: nVidia with Vulkan support
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Re: [RELEASED] Five Nights at Freddy's

Post by RastaManGames »

Sorry for my stupid eyes, but if its released, where the download link?
skornedemon
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Re: [RELEASED] Five Nights at Freddy's

Post by skornedemon »

Thank you wolfman, I'll update the first page.

Also here's a link to the last GZDoom version I know works with the mod. 2.1 doesn't seem to work well with it. Earlier versions
of 1.9 don't support the BRIGHTMAP on models.
http://devbuilds.drdteam.org/gzdoom/gzd ... 60ff6c5.7z

So far I havent received much feedback. It'd be nice for the next update coming soon.
Anything from stories to suggestions. We've had interesting things happen, I'm curious to what everyone
else has gone through.

AN ACTUAL SPOILER
Spoiler:
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Dynama
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Re: [RELEASED] Five Nights at Freddy's

Post by Dynama »

darn someone already beat me to it
I was thinking of creating a spoof called

FIVE NIGHTS AT PHOBOS

has a nice ring to it dont you agree

anyway nice project
skornedemon
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Re: [RELEASED] Five Nights at Freddy's

Post by skornedemon »

Update incoming. Please prepare yourselves!
(copied from readme)
*---version 1.1---*
Support for up to 8 Players now!(However, if the game detects 5 or
more players ingame, all animatronic speeds are increased.)

Single player check to prevent crashes.(As in players are frozen unless they properly run the mod)

Fixed Chica ambience(partially?).

Golden Freddy.

More rare events.

Fixed Freddy Locker issue.

Foxy has been slowed down but aggros more often.

Power gauge has been added.

Key spawns checked and fixed.

Agent Smith added, can change suit colors.

Minor bug fixes.

Minor level adjustments.

Improvements to fog and rain lag.

--------------------
BonnieGoody
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Re: [RELEASED] Five Nights at Freddy's

Post by BonnieGoody »

Played a bit of it and I quite like it. I'm of the opinion that this sort of gameplay with its online compatibility makes it more worth playing than the original Fred game. I see on your youtube channel you seem to already be in the process of making the second one in Doom? I'm looking forward to it. I also have some suggestions. I don't know if I somehow missed it, but Pirate Cove is missing, is it not? It'd be nice to see it somewhere. Second, I don't know if that chase music is a good idea. If you turn on the light and run around in the room, you can get it going, then it'll cut off, and it sounds... I'm not sure how to describe it. If there were less abrupt changes, or it only went on when they could get to you, that might be nicer. Another change I'd suggest is if possible, implementing additional camera views.

I still don't quite understand how the door energy system works. It seems you can close them whenever you want, and keep them closed as long as you want until the time comes when they're scripted to open.

Addendum; Foxy's music is ridiculously embarrassingly goofy. I doubt you'll change it, but just saying. Foxy would be better without music if this is what he gets. You need to work on this. If you're trying to make it scary, music and atmosphere is extremely important. Putting in an unfitting bad action movie song knocks people out of the experience.
skornedemon
Posts: 152
Joined: Mon Aug 02, 2010 11:10 am

Re: [RELEASED] Five Nights at Freddy's

Post by skornedemon »

BonnieGoody wrote:Played a bit of it and I quite like it. I'm of the opinion that this sort of gameplay with its online compatibility makes it more worth playing than the original Fred game. I see on your youtube channel you seem to already be in the process of making the second one in Doom? I'm looking forward to it. I also have some suggestions. I don't know if I somehow missed it, but Pirate Cove is missing, is it not? It'd be nice to see it somewhere. Second, I don't know if that chase music is a good idea. If you turn on the light and run around in the room, you can get it going, then it'll cut off, and it sounds... I'm not sure how to describe it. If there were less abrupt changes, or it only went on when they could get to you, that might be nicer. Another change I'd suggest is if possible, implementing additional camera views.

I still don't quite understand how the door energy system works. It seems you can close them whenever you want, and keep them closed as long as you want until the time comes when they're scripted to open.

Addendum; Foxy's music is ridiculously embarrassingly goofy. I doubt you'll change it, but just saying. Foxy would be better without music if this is what he gets. You need to work on this. If you're trying to make it scary, music and atmosphere is extremely important. Putting in an unfitting bad action movie song knocks people out of the experience.
Yes FNAF2 is in development. Pirate cove I actually never tried putting the model for it in the game. Yes you can close the doors whenever you want, however it drains your power. You cannot see your total power,and you have less each night. If the power goes out, all hell breaks loose.

You might of triggered the Foxy EASTEREGG music. Rare chances that when foxy chases you a very unfitting song plays(out of a list of... like 5, lol) as a nod to the 'Foxy running down the hallway' meme.
Dpthefox
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Re: [RELEASED] Five Nights at Freddy's

Post by Dpthefox »

Cant open mine, gives me a fatal error
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wildweasel
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Re: [RELEASED] Five Nights at Freddy's

Post by wildweasel »

Dpthefox wrote:Cant open mine, gives me a fatal error
What is the specific error? What version of ZDoom (or GZDoom) are you running?
Dpthefox
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Re: [RELEASED] Five Nights at Freddy's

Post by Dpthefox »

This is the error that gives me
You do not have the required permissions to view the files attached to this post.
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wildweasel
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Re: [RELEASED] Five Nights at Freddy's

Post by wildweasel »

Do you have Doom installed?

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