Development post #3: Going forward


Hey everyone!

As some of you may know, I've been taking a break from the FNAF:Purgatory games. I lost motivation to continue working on them and nothing further has been done for a few months now (besides reading comments, watching let's plays, and other minor things). Well, I'm happy to announce I've decided on what to do with the series moving forward!

FNAF:Purgatory 2 is being worked on again! I've decided to do a complete rewrite of the entire game. This means things will be slow for awhile as I redo all of the internals. I plan to dramatically change some things going forward. Here's a taste of what I have planned:

(NOTE: all plans are subject to change)

  • I'll be using a low-poly, lower resolution texture style going forward, similar to "You Are (Not) Welcome Here". People seem to really like the low-poly style in FNAF:Purgatory 1, and this new style is very similar. The main reason for the change is that it makes creating game assets WAY faster, which in turn means more content and faster updates. PBR textures and models look cool, but I think changing styles will greatly help the game moving forward.
  • A stronger focus on improving classic mode. Classic mode will stay exactly the same as it's always been: a randomly generated FNAF 1 styled game. I plan on adding more animatronics (like Balloon boy and Mangle) as well as more rooms, some custom and some from the main FNAF games.
  • A complete redesign for purgatory mode. I'm not sure just yet what the new purgatory mode will be, but I'm hoping to strike a balance between being fun and unique, without being a copy from the main FNAF games (as far as gameplay is concerned). If you have any suggestions/feedback on purgatory mode, please let me know in the comments!
  • I'll be using Godot 3 stable as the game engine. One of the reasons performance is currently so bad is because I developed FNAF:Purgatory 2 entirely in Godot 3, before it was even in alpha! Godot was changing all the time and because of that performance could be flaky at times. With Godot 3 stable and a complete rewrite, most of these performance issues should disappear.
  • A full, original story. As planned in FNAF:Purgatory 2, a full story with full voice acting will be included. While I cannot share any details (as I don't want to spoil it), it will be added to the game. (The entire story will be in game at version 1.0.0 or sooner).
  • I have a road map written out for the entire development of the game. While I cannot share it (as I still do not want to spoil things), it will make releasing updates faster and more consistent. Currently I have 6 milestone releases planned, with the 5th version being the finished game. (Version 1.0.0).

While I cannot currently offer a time line for the game, development on the 3D assets has already started. Here's the new Freddy model:


(Performance should be better just because of the lower triangle count!)

I'm hoping to get the first bare bones version out around May (at the latest). I'll try to post updates on development here every so often, probably every other week. You can also follow my Twitter, where I'll tweet the occasionally progress picture, progress in other games I'm making/made, and random stuff.


I also wanted to quickly say that the current FNAF:Purgatory 2 (known now as FNAF:Purgatory 2 legacy) will have a bug fix update coming out soon, shortly after Godot 3 stable is released. The update will not change anything major as it's mostly just a bump in Godot version (from Godot 3 Alpha 1 to Godot 3 stable). The update should increase performance and reduce bugs, so hopefully it will be more playable (currently purgatory mode has some major lag issues)


Thanks for reading, and I'll see you in a couple weeks or so!

(Also, on a mostly unrelated aside: Would you be interested in Godot tutorials on how to make a game similar to FNAF:Purgatory? Tell me in the comments below!)

Get FNAF: Purgatory 2

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