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ONaF 2 Developer Commentary

Hello everyone and welcome to the One Night at Flumpty’s 2 Developer Commentary. I have a lot of things that I want to say and I don’t know how to get through it all, but I’m gonna start by saying that whenever I made the first One Night at Flumpty’s, I, really just made it as a joke. I didn’t try to make it super-original, I didn’t expect it to get…the following that it did. Err, it was just me parodying Five Nights at Freddy’s with a character that I made up with my friends a year ago, and…apparently people enjoyed the first game enough to want a sequel and so I started thinking about one.

But one problem that I had with One Night at Flumpty’s personally was, I didn’t really feel like it was original enough; it was too derivative of Five Nights at Freddy’s. So I thought, if I was gonna make a sequel, I wanted to make it something new, something fresh that, hopefully people haven’t seen before or played before and…I didn’t really have many ideas. The only idea that I had at the time was, the idea of replacing the phone call and the fan in the background of Five Nights at Freddy’s with a record player, that plays music, and I liked that idea and I wanted to use it, but I didn’t have anything else to really go on, until one night, not at Flumpty’s but at a relative’s houser that I wasn’t really used to staying in, I couldn’t really sleep very well, and whenever I finally did get to sleep, I only slept about an hour, because I had a nightmare.

In the nightmare I was in a sort of garage-type place and there was a light switch in front of me that turned the lights in the garage on and off. But then there was also a hallway in front of me that, sometimes monster of some variety – I don’t know what they looked like ’cause I don’t remember but – sometimes monsters would come by and…they would look into the room and if the light was off, then they wouldn’t see me but one time I had the light on, and one of them just charged at me and I woke up abrupt, and…I thought “well…I guess that must be a One Night at Flumpty’s 2 dream, ’cause I can’t imagine what else that would be.”, and I just took it as a sign that apparently One Night at Flumpty’s 2 has to exist.

So I…started drawing the quote unquote “office” of the game. The office alone took about a week to draw and I called upon my Friend Jake (Or MetroidMan347) one more time to, tell me what kind of random crap that I should draw on the room and I came up with a lot of ideas myself this time for things to draw but, a lot of it still came from him. Which reminds me, in the first game there was the cactus that I made blue because, aside from a few exceptions I decided to try to avoid green as much as possible in the first game. Uhh, in this game I avoided the colour blue, and I have a blue whale that I intentionally made green, just because.

But yeah, I drew the room and it is very similar to how it looked in my dream, and then I decided to add vents to it because, Taste Gaming made a video on the first One Night at Flumpty’s and he had the suggestion that maybe, The Beaver in that game who works like foxy, uhh, might be-it might be cool if he came from either door, the left one or the right one in the game instead of just always coming down the same hallway, and I decided to incorporate that idea into One Night at Flumpty’s 2 with the vents and The Owl, and I really think that was a good idea and I thank him for that – go check him out, he’s a very jolly guy.

But then at around this time, I kind of lost some steam with the Project because I played Five Nights at Freddy’s 2 for the first time, and it made me realise that…the ideas that I’ve been coming up with for the game…weren’t really original enough and perhaps intuitive enough either.

The initial ideas that I had for this game were, for the characters to just kill you on the spot if they saw you and your light wasn’t off, and I also thought about having Grunkfuss the Clown just be another wind-up music box thing but that idea’s been…kind of done to death in fangames at this point and, I also don’t really like the mechanic to begin with anyways because I feel like, it…there’s too much maintained with it – you have to worry about it every single second.

I didn’t know what to do, so I took a break and…I had another inspiring dream. This time it was a Super Mario Sunshine 2 dream, for some reason, and in the dream anytime Mario was seen by an enemy there was a bar in the bottom right corner that increased and whenever it reached full, all the enemies started t-attacking him. Just kinda think like, all the enemies attacking him like the Cuccos in Ocarina of Time attack Link. So I wake up from the dream, think “that was weird”, and then about seven or eight hours passed and I think “WAIT A MINUTE! I can use that idea!”, and so that’s how the exposure meter got into the game and it’s in the same place that it was in my dream, and I felt like just incorporating that added this new realm of possibility to the game.

Another thing about Freddy’s 2 that I don’t care as much about is how…how much of the game is based on quick reflexes. Because in the later nights if you make a split-second error then you’re dead and I felt like the Exposure meter kind of prevented that from happening with my game, and that’s one thing I liked about it.

One thing that I love in the first Five Nights at Freddy’s is the power mechanic, because everything that you do affects the power, and at the end of the night it’s so much more tense than the beginning because you have almost no power left, and I really like that feeling of tension, and I felt like the exposure bar – and how it can never go down – kinda helped bring that feeling of tension back that I kinda missed from the second game – and to an extent, the third game as well.

One thing that I deeply appreciate about the first Five Nights at Freddy’s that isn’t so present in the second one is, how every character is unique in how they function in the game. You can kind of develop this weird relationship with each one of them individually because they all behave individually because they all behave different, but in the second game there’s less of that because more of them behave the same way. So that’s kind of a rule that I set up for myself is I wanted every character to be uniquely distinguishable by the way they behave.

One of the…common complaints with Five Nights at Freddy’s and it’s fangames is that the camera doesn’t really have enough of a use. I wanted to change that with my game. I sorta tried that with the first game, but I didn’t really put the same effort into it as I did this one, and so The Owl is one reason to look at the cameras. Grunkfuss the Clown – I decided to have a timer that you had to pay attention to, umm, for him. Then I also added the Redman pop-up – I thought that that was kind of a fun idea. And, as for other characters like Blam and The Eyesaur, it’s helpful to look at the cameras for those characters becuase, you can just turn off the light really fast if they’re coming, but, if you know that they’re coming then you don’t have to waste any exposure at all.

So, I guess for posterity, I can try to explain how all the characters work in detail. Flumpty starts moving almost right away but he doesn’t actually have a chance of entering your room for…the first…I think thirty seconds? Like in the first game, every time he moves it’s to a completely random location and he has – I think – a 15% chance of entering your room. And, I knew that if I was going to have Flumpty be completely random in this game, I needed to have some kind of delay, before he makes your exposure go up, and so I added a Peekaboo animation that I hope is quick enough to be startling, but slow enough that you can respond to it without, raging at the game. The Owl is also active almost right away – partly so that you can learn how The Owl works and also because, if the owl wasn’t active almost right away then there wouldn’t be a reason to ever turn the lights on, so, I felt like that was important.

The Owl will stay in Camera 3, if you don’t see him in Camera 3 anymore then he’s in one of the two vents – in Camera 4 or 5 – and whichever one he’s going down, you close that vent, in the room. He’s a little bit more likely to go to the vent that is open than the one that is closed, but he can go through either at any time. If you happen to look at the camera that The Owl isn’t going through, then you can just close that vent and you’re given extra time before The Owl hits the vent.

Birthday Boy Blam becomes active around 1 o’clock and he makes a constant cycle around Camera 6, Camera 3 and Camera 7, and then he enters the room again – he just makes a circle. And if you see him in his Kevin Jr. fancy attire in Camera 7, then that means he’s about to enter the room. If you see him disappear from that screen then you have, a really short span of time before he actually enters the room and sees you, so you can turn off the light in that time. And you should never have to do this, but you can turn the light on, if he’s starting to walk away because he’s not walking at you anymore.

When you see the hole appear in the left side of the room, that means that Grunkfuss is starting to lose his patience. You can see what his patience level is in Camera 2. The moment it hits 0, he will pop out of the hole on the wall on the left and, your exposure will go up faster than it will for Flumpty or Blam because he’s closer to you, so it’s more easy for him to be aware that you’re there. And because the game runs at 30 frames per second, which is a choice I made because it made the game run faster, the timer also goes down 30 every second so, that might help you keep a mental note of how fast it’s going down.

Redman.EXE, just a popup. Click cancel when it appears. If you don’t, then, you’ll have a few seconds to see a red screen of death, and, then he’ll kill you. I programmed the popup where it shouldn’t ever appear whenever it’s impossible to click cancel. You should always have time to react to it before any of the characters look at you in the room.

The Eyesaur – kind of and kind of not a character returning from the first game. He will stay in Camera 1 but if you see him crawling out of the hole in Camera 1, then that means he will, start coming towards you in the next minute or two. Then he will move to Camera 3 and then Camera 6 and then to your room, in a relatively rapid fashion. So you want to make sure that, if you see him in either of those Cameras, he will be at the room in about 20 seconds or less. In the normal mode he’ll only appear once – some time after 4 AM – but in Hard Boiled Mode he’s much more active.

And then, the last character is Golden Flumpty. He…starts having a reasonable chance of showing up after 4:30 or so, and if you look at him for too long without either turning off the light, or flipping up the laptop screen then he will kill you, kind of like Golden Freddy does.

There are a few recurring questions that I have seen with the characters like, “Why doesn’t The Eyesaur move around in the first game?” and that’s because whenever I made the first game, the pile of eyes in the floor in that one room, it…it’s just a pile of eyes. That’s how I drew it, it wasn’t intended to be a character. But then, people thought it was a character, and I thought “Maybe I could turn it into a character” and…it took me a while to come up with a design to match those eyes, ’cause everything that I came up with was just kind of like that monster in Monty Python and the Holy Grail that has a whole bunch of eyes. But then, I thought of the idea that I once had where the eyes represent…people that Flumpty has killed in his game, of bringing people into his house and having them survive the night. So I had the terrifying idea of just making the eyes, a beast of corpses. And I made it a dinosaur because, I liked the pun “Eyesaur”. The Eyesaur character is elaborated on a little bit in the newspaper that you get after Hard Boiled Mode.

And another big question is “Where did The Beaver go?”, because The Beaver is the only character in the first game that doesn’t reappear in the second one. I just really wanted The Eyesaur to be a character, and I valued the balance of the game’s mechanics over…total consistency between the games. So whenever I bought Eyesaur into the game as a character that moves around and whenever I replaced The Beaver with an owl – because owls can see in the dark and that made sense with the whole turning off the light mechanic – I didn’t really have room to put The Beaver in the game and have it still…make the game feel nice. So I have an easter egg in the game that shows up rarely if you start it up, where, you just see a gravestone that says The Beaver is dead because he fell down the toilet. I just knew people were going to ask about The Beaver, so I had to come up with some kind of explanation for why he’s not there, and that is…the explanation I came up with – as stupid as it is.

In addition to The Beaver, there was actually another character that I scrapped for the game, who uhh, was a blind character – I just thought about having a blind character wander from Camera 1, eventually reaching your room and then just kind of wandering past it, and the idea was that if you didn’t make any noise then he wouldn’t notice you. But I ditched that idea because sound doesn’t really play nearly as huge role as the light does, and it would really slow down the gameplay to just, not do anything as he passes by, and uhh…I might recycle the idea of a blind monster into another game someday. Maybe not a Five Nights at Freddy’s fangame but just, a game sometime because…not that I’m the first to come up with the idea of a blind monster, I just think…it would be cool to try and see if that I could use that sometime.

As far as Hard Boiled Mode goes, I didn’t think that if I was going to make a sequel to One Night at Flumpty’s that I was going to have two nights, because, it just kind of feels weird to have a second night, if the whole idea is that it’s one night. But I guess whenever I made this game and I felt like it wasn’t something that people had played before, I wanted to see what people would do with a hard mode. Like, if I made a Hard Boiled Mode of the first One Night at Flumpty’s (which I won’t), I don’t know what would make it any different from, Night 6 or Night 7 of Five Nights at Freddy’s, but this actually felt different to me, and, so I was happy to make a Hard Boiled Mode – also just to see how I enjoyed it myself and, how much trouble I would have with it. And it was kind of crazy to me because, I programmed the whole game…not really actually playing it, until it was almost done. I just tested bits and pieces of it along the way but, until the end, it didn’t all come together and I didn’t actually play it for myself. I was impressed with how it turned out – I didn’t expect it to be, as tense as it is. And I feel like I must’ve gotten lucky with it because one of the hardest things for me to do, is make a game that I still want to play after I’ve spent a long time working on it. But I got addicted to Hard Boiled Mode and, tweaking parts of it to make sure that it was possible. I promised myself that unless I beat Hard Boiled Mode myself, I wouldn’t release the game, and so it took me about 3 hours, but I did it. The recording you’re seeing now is my second time beating it.

People have a strategy where, they just keep the lights off as much as possible and only really pay attention to, The Owl and, The Redman popup and maybe also Grunkfuss the Clown, and I guess that’s a strategy that works. I don’t think it’s 100% reliable. I prefer to play the game, paying attention to all the enemies at once, but…y’know. Play it however you think works.

I kind of think of, One Nights at Flumpty’s 1 as a parody game, and I see this one also as sort of a parody, but more as a tribute. Because I admire Scott Cawthon’s work with Five Nights at Freddy’s so much, just…because of their game mechanics and how they’re different every time. I like the story of the games too, but it’s not really the biggest appeal to me, compared to the game mechanics and that’s probably part of the reason why I didn’t really focus on the story as much in making One Night at Flumpty’s. But making this game was kind of my way of saying “This is what I feel like I’ve learned, from playing Five Nights at Freddy’s and being inspired by the games.” Whereas the first One Night at Flumpty’s was more or less a joke, I really poured myself into this one and I, took it seriously as a project.

To kind of cap it all off, uhh, whenever I had the record player idea, I knew I wanted just, light happy classical music to be playing in the background as, something that shouldn’t be creepy but it is, and I just kind of made this mockup classical music that’s not a reference to anything in particular. But then for Hard Boiled Mode, I had the idea to remake the Toreador March (or the Toreador Song), which is, a tune from an opera but it’s also the tune, that plays when Freddy appears at the door in Five Nights at Freddy’s 1, and it was so much fun to remake it in the classical-ish style. So that’s another homage to Scott Cawthon’s genius.

For the people who have asked, I made the artwork in these games with Flash 8 – that’s kind of my art program of choice, and animation program. Uhh, the game itself is made with GameMaker Studio, mostly using GML, not so much drag and drop stuff, and that’s not sure that anyone’s asked this, but the music in both games, was all made in FL Studio.

So…I’m very happy with how this game turned out; it turned out better than I expected. I’m hesitant to say that I’m proud, because, while I can practically credit the whole creative project to myself, there’s still so many people that I have to thank, because without them this game would not exist. I want to thank WwwWario for making Five Nights at Wario’s, because the moment I saw that, I was inspired to make One Night at Flumpty’s, because I realized that, it would be fun to make, and if Five Nights at Wario’s exists, then why not Flumpty’s? Both of those are kind of equally absurd concepts, although I don’t mean that in a bad way, I just think it’s fun. And I also just think that WwwWario – or Andy – is a very nice guy, and he was supportive of One Night at Flumpty’s 2, and so I had to thank him…both in the special thanks in the menu of the game and also I decided to draw his…morphed Five Nights at Wario’s Luigi, umm, in one of the background of one of my One Night at Flumpty’s 2 rooms.

Again, Taste Gaming; without his spur of the moment idea to have a Foxy mechanic with two hallways. Without that, this game probably wouldn’t exist either. I have Dawko to thank for being supportive, I have DalekPuncher to thank for the Redman scream. I bought up on Twitter that I didn’t have any, uh, jumpscare scream for One Night at Flumpty’s 2 yet, and I wanted there to be multiple ones; I didn’t want them all to sound the same this time. And DarlekPuncher gave me a sound that…I had to edit a little bit but it worked perfectly. So, big props to him for that; that was really thankful.

I have my friends to thank, like Jake, for the assistance of the creation of Flumpty Bumpty, and he was helpful in the beta testing process – even though this game didn’t have much of a beta testing process. And again, just, Scott Cawthon. Just…he’s inspired me in ways that I would’ve never thought possible from…a game in a genre that I used to not even really care for. He’s a truly amazing guy and I wish him the best.

As a sidenote, people have asked here and there to see the comic that I made with my friends where, Flumpty Bumpty and Birthday Boy Blam originated but, a lot of that comic was lost a while back and I don’t think it’s retrievable, so I’m sorry about that. I don’t even remember how Flumpty and Blam met. It had nothing to do with Five Nights at Freddy’s, I can tell you that much.

Now one more big question that’s on people’s minds is “Will there be a One Night at Flumpty’s 3?”. I…can’t entirely dismiss the possibility of one, but I don’t think I’ll make one. It’s just that this one took a lot out of me, and I feel like…everything that I really wanted to do with the first One Night at Flumpty’s that I didn’t, I ended up doing with the second one.

The response that this one has gotten has been unreal; it’s the top rated game – or top rated Five Nights at Freddy’s game – on GameJolt right now, which is a huge honour. And, it feels like if I made another one, then…it would only go downhill from here and I don’t think I would have as much fun making it either. I don’t want to feel like I’m obligated to make a third One Night at Flumpty’s just because there are three Five Nights at Freddy’s games, and if there’s a fourth Five Nights at Freddy’s game somewhere in the future then, would I have to make a fourth One Night at Flumpty’s? I just, want to be able to work on, original projects. ‘Cause after all, Five Nights at Freddy’s was an original project; that wasn’t a fangame of anything. Scott made that on his own merit and…I like making fangames but, I want to focus on projects that aren’t fangames. So…I guess we’ll see how that works out.

Anyways, say what you will about Five Nights at Freddy’s, but the community surrounding the series is one of the most amazing groups of people I’ve ever known, and I’m incredibly grateful for the opportunities that I’ve been given…to have so much fun making these fangames and to see people enjoy them the way that they do. It’s, really been a wild ride.

So thank you all very much for watching, and playing, and I will see you in whatever we do next.

Special thanks go to Sonicyay for helping me to transcribe this developer log!