Category Archives: Update

Where is night 4? + releasing for VR soon

Hey guys!

 

So, You might be wondering. Why haven’t I released night 4?

Welp, I am still working on it. I don’t want to release something to y’all that is buggy, hard to complete, and only like 2 endings. I want there to be broader opportunities. On how the game can be completed.

I have been getting quiet a bit of hate for this, and that’s understandable. Why do youtubers get it but I ain’t giving it to you guys? you may ask.

Well, tbh its because I sent it originally to Omar Sebali, to test it and make a video on it. Then a couple of REALLY MAJOR youtubers asked for it, like directly messaged me, Which i thought was awesome. How could I decline? It was so hard..

They found many bugs as they played, and people saw it, got angry as I did not release it to them. I want to release a good game! I want this game to be less buggy, and really scare you. I really want this project to be good.

So, I will release it soon. I will add more cutscenes, Game modes, and easter eggs in night 4.

Another question i frequently get asked, will the Toy animatronics be released in night 5?!?!?!?!?q1/1/1//exx deeeee

No. Simply no. sorry! I might do a later chapter of this game involving the toy animatronics, idk lol.

Sorry for the inactivity! I do have school xD

🙂

 

PS: I will release Overnight 2 for VR very soon! 🙂

Overnight 2 is IN DEVELOPMENT!

Hey!

Sorry for the lack of updates  🙂

I am now making a SECOND Overnight Which is a Five Nights At Freddys fan game.

The idea of the game is a similar style to the first, you are a security guard and a kids pizzeria and you have to check the cameras and make sure nothing is up…

You see, the animatronic characters tend to have a wander….

Office

ST

W Freddy

Better

Button Light

Cam

Dine

Magle

Music Box

You also have to wind up a music box. to keep one of the cursed characters happy. Just every few minutes, go any wind it up.

Because if you don’t

He will escape 🙂

You also have a mask to disguise yourself, But it will not work all of the time…

Gameplay is here –

Enjoy 😉

Overnight available for Oculus rift DK2!

well, looks like I added Oculus Rift DK2 support. Yay! The Game Now feels more immersive than ever! It still needs to be polished, the scale is off! 😀

Foxy

you are the size of a chair….

A mac version of the oculus will never be available… 🙁

enjoy being killed by robots and stuffed into suits! LOL 😀

Download (Windows)

First Post!

Hello! This is the first post on what I hope will be a regular blog! The aim to post updates on development of my games. At the moment am working on “Behind” a virtual reality game for the oculus rift. I will do a version for normal monitors too.

Okay, Today I worked on The “Bedroom Sequence”  and The “Dining Room Sequence”

You can see the videos on my Youtube Channel and Below-

Note to learning Developers-

The way I did the locked doors in my games is the following-

I have two Prefabs, one door that Opens and one door that is locked both in the same place, only One Active. ( e.g if I wanted the door to be locked I would Keep the locked door active and the Unlocked door Un-active. (If any one wants a post about how to make a door Open I will reply to you when I have time) Here is the Code I Made-

Attach to your Key Object-

*Make Sure you have A Box collider attached to the key Object, and check the “Is Trigger” and Make it big enough for the range :D*

///////////////////////////////////////////////

var InRange : boolean;  //Determines If your Character is near

var DoorUnlocked : GameObject;  // assign the Unlocked Door

var DoorLocked : GameObject; // assign The Locked Door

var ForCorrutine = false;  // random Shiz ( will explain if you ask :D)

function Start(){

DoorLocked.SetActive(true);
DoorUnlocked.SetActive(false);
ForCorrutine = false;
}

function Update (){
if ( Input.GetMouseButtonDown(0)&& InRange){
GetComponent.<MeshRenderer>().enabled = false;
DoorLocked.SetActive(false);
DoorUnlocked.SetActive(true);
GetComponent.<AudioSource>().Play();
ForCorrutine = true;
}
}

function OnTriggerEnter (other : Collider){
if (other.gameObject.tag == “Player”) {
InRange = true;
if(ForCorrutine == true){                                                                                                 yield WaitForSeconds(1);
Destroy(gameObject);
}
}
}
function OnTriggerExit (other : Collider){
if (other.gameObject.tag == “Player”) {
InRange = false;
}
}

Hoped this helped for any one that was struggling with Key Pick-up and unlock Door Code! 😀