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Helper
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General < General
how to show...
Cynamity
National star



that an enemy doesn't like light to the player?
I'm making a fnaf fan game and im currently working on a section with foxy where the whole place is in the dark and the only way you can see is by flashing a light.
when the player flashes the light, there's a chance foxy will be infront of them, and if the player moves or flashes the light again, they die.

this takes inspiration from how funtime foxy works in sister location, but in that game the hand unit (kind of like a robot voice all over the building that can speak to u) tells u how the mechanic works. mine is more akin to fnaf 1 so that wont work. any other ways i could tell the player how foxy works?
Cynamity
National star



also what's a way i could incentivize the player to use the flash to progress through the level so they don't just walk through it without the light and never encounter foxy 
Private
World famous



do you get/use a flashlight before that point?
Cynamity
National star



remains wrote:
do you get/use a flashlight before that point?
no but the lights/power in the restaurant are on, so maybe i could do something with a flickering light?
Private
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Cynamity wrote:
remains wrote:
do you get/use a flashlight before that point?
no but the lights/power in the restaurant are on, so maybe i could do something with a flickering light?
yea probably! game giving you a flashlight in the middle of the game is indication enough that you'll need to use it for something, youll just need a hint at specifically what youre gonna need to do with it
Private
World famous



Flickering lights are a good indication to include imo too!

Is Foxy gonna be seen just in that one are of the game? Bc maybe that area could be destroyed of lights? Like as the player is advancing towards the place where Foxy is, the lights start getting dimmer and dimmer and the place is like littered with smashed flashlights and other absolutely mangled light sources, like wow someone really didn't like those lights huh-

I think it would be incentive enough for the player to use the light if there's a chance they get mauled by Foxy if they bump into it in the dark too. At least I wouldn't wanna walk through a pitch dark place knowing I can just run right into the welcoming arms of a moving deathtrap, even if I know using the light is risky.
So like if you just set up something to punish those who try to just brute force it through the darkness, it should be fine!

Don't know how you feel about adding like a "scripted" encounter with Foxy when the player enters its area, but an example of how the mechanic could be explained to the player without a random "do this don't do this" note on the floor, there could be like one very prominent light left that's flickering occasionally in Foxy's area when you get there, and oh wow how Foxy just happens to be wandering around there right at that point! The light flickers on once when Foxy's near it, just drawing it's attention to it like "omg how dare you shine light upon me" before it goes dark again, but when it flickers back on shortly after, it gets attacked by a very agitated Foxy


Yap yap yap oops, games are cool fdsjfjdsk
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