Five Nights at Caco's

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

Which Monster/Animatronic Scares You In This WAD?

 
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Fabysk
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RE: Five Nights at Caco's

#21

Post by Fabysk » Sat Nov 15, 2014 1:25 am

Five Nights At Caco's is now available for download. Check the first post of the download link.
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NEWSDAVIDBR
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RE: Five Nights at Caco's

#22

Post by NEWSDAVIDBR » Sun Nov 23, 2014 8:02 pm

The not good is when shadow and other demon comes, when i close the shadow door the other demon kills me
FCUKING SHADOW WAITING TO OPEN THE DOOR WHEN OTHER IS ON THE OTHER DOOR! I HATE WHEN THIS HAPPENS!
Last edited by NEWSDAVIDBR on Sun Nov 23, 2014 8:07 pm, edited 1 time in total.

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RE: Five Nights at Caco's

#23

Post by Fabysk » Sun Nov 23, 2014 8:27 pm

NEWSDAVIDBR wrote: The not good is when shadow and other demon comes, when i close the shadow door the other demon kills me
FCUKING SHADOW WAITING TO OPEN THE DOOR WHEN OTHER IS ON THE OTHER DOOR! I HATE WHEN THIS HAPPENS!
Here's a great tip: Know who came first. The first one to arrive will attack first :wink:
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RE: Five Nights at Caco's

#24

Post by Klofkac » Mon Nov 24, 2014 10:42 am

The mod is nice, but... Would you mind putting the wad to a .ZIP file instead of .RAR so it can be put directly to Zandronum without need of extracting it? (.PK3 is just renamed .ZIP)
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Untitled
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RE: Five Nights at Caco's

#25

Post by Untitled » Mon Nov 24, 2014 11:49 am

So, tried playing through (lot less fun to play that it is to watch), few things about it:

1. Is there any reason you actually need to check the cameras? FNAF 1 had Foxy, which forces you to check, lest he charges AND Freddy, which you had to check just due to how his AI works (that near-cheating bastard), while FNAF 2 has the Marionette (which means you only ever check one camera - a decision I never liked, but oh well, the ten freaking animatronics make it a stressful enough game without having to check them).

2. The scream was taken from FNAF 2, I noticed, heh.

3. The door placement seems REALLY awkward. 1 Door Center and one door randomly on the left? Um, okay then

4. What do you do if 2 animatronics camp you? I had both Shadow on the left and Imp on the center. I even did as you said - Shadow arrived first, so I blocked him. Then Imp arrived. Then Imp wrecked my day.

5. The above scenario happened on NIGHT ONE. Night 1 should not have you getting tag-teamed already!

EDIT: The animatronics don't seem to really have unique behaviors - they all seem to act like Bonnie from FNAF does - basically random teleporting.

The random Freddy laugh shouldn't be random at all - it was an important audio cue - it meant that Freddy was out and about, and that's how it was in FNAF (it also didn't happen until Night 4 and beyond. Freddy on 20 tho).

6. This game is missing a Night 6 and Custom Night - Custom Night was the best part of FNAF 2 (and FNAF 1, but there wasn't as much variety back then, mostly it was used for 4-20).
Last edited by Untitled on Mon Nov 24, 2014 2:12 pm, edited 1 time in total.
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RE: Five Nights at Caco's

#26

Post by Untitled » Sun Nov 30, 2014 6:15 pm

Ok, so I apologize for double posting, but I decided to check the code, and for everything you put in, I found a couple things:

So, here's the rundown:

AI:
-Shadow advances towards the side hall until he pretty much just suddenly shows up in the office side-passage. Movement is completely fixed. When he appears, close the bar so he can't charge you, until he eventually leaves.
-Imp, Demon, Caco and Revenant literally have completely identical behaviors.
At given time intervals (shortens each night), one of them will randomly teleport to a random spot in the pizzeria. They can teleport on-camera (something, I'll point out, that the original FNAF team never did, they at least had the decency to zap your camera first). When one appears in front of you (in main hallway), close the door and pray shadow isn't at the other one. If he is, then you pretty much die.
-The random freddy laugh has absolutely nothing to do with anything the animatronics are up to; as chilling as it is, ignore it completely.

Strategy:
-Check the lights often; especially on later nights. They teleport around quite a bit, and having one of them suddenly get you can be a pain.
-Be prepared to die to bad luck a couple times; My first playthrough I had shadow and imp both come for me, there was nothing I could do except watch as I died.
-Don't check the cameras; they have literally no influence whatsoever on any of the animatronics' behaviors, and it only distracts you from checking the lights.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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Fabysk
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RE: Five Nights at Caco's

#27

Post by Fabysk » Sun Nov 30, 2014 7:38 pm

I'm sorry I wasn't able to reply on your previous post. Been out of the state. Anyways~
Untitled wrote: -Imp, Demon, Caco and Revenant literally have completely identical behaviors.
You got that right. I actually wanted them to have the same movement behavior
Untitled wrote: They can teleport on-camera (something, I'll point out, that the original FNAF team never did, they at least had the decency to zap your camera first).
I figured out how to do that as of today :P Since you stated that checking the cameras is pointless, then there really is no point on adding that.
Untitled wrote: -The random freddy laugh has absolutely nothing to do with anything the animatronics are up to; as chilling as it is, ignore it completely.
Just to fill in the chilling feel. I highly doubt it worked
Untitled wrote: -Be prepared to die to bad luck a couple times; My first playthrough I had shadow and imp both come for me, there was nothing I could do except watch as I died.
I had the same experience. Until I figured how to survive that. You have to know who got there first. Whoever did will attack first. Later through the nights, the delay between the attacks are shortened. You have to be fast about it.
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RE: Five Nights at Caco's

#28

Post by Untitled » Mon Dec 01, 2014 12:25 am

Fabysk wrote: I'm sorry I wasn't able to reply on your previous post. Been out of the state. Anyways~
Untitled wrote: -Imp, Demon, Caco and Revenant literally have completely identical behaviors.
You got that right. I actually wanted them to have the same movement behavior
Yeah, but the thing is, none of them actually have patterns; all 4 of them pretty much just teleport wherever they please.
Fabysk wrote:
Untitled wrote: They can teleport on-camera (something, I'll point out, that the original FNAF team never did, they at least had the decency to zap your camera first).
I figured out how to do that as of today :P Since you stated that checking the cameras is pointless, then there really is no point on adding that.
The first thing you should do then, is figure out some new mechanics to force the player to actually check the cameras - that's pretty much 100% foxy from FNAF 1 existed, and 100% of the reason marionette from FNAF2 existed. Otherwise it's just occasionally checking the lights to see if one of them is going to get you.
Fabysk wrote:
Untitled wrote: -The random freddy laugh has absolutely nothing to do with anything the animatronics are up to; as chilling as it is, ignore it completely.
Just to fill in the chilling feel. I highly doubt it worked
It's actually surprisingly unnerving the first time, but after that it's stale, which is why it should only be used on later nights, when players are getting more paranoid.
Fabysk wrote:
Untitled wrote: -Be prepared to die to bad luck a couple times; My first playthrough I had shadow and imp both come for me, there was nothing I could do except watch as I died.
I had the same experience. Until I figured how to survive that. You have to know who got there first. Whoever did will attack first. Later through the nights, the delay between the attacks are shortened. You have to be fast about it.
Except in my case, here's what happened:
1. Shadow enters side hall.
2. Close side hall.
3. Imp enters main hallway.
4. Alternate doors trying not to die.
5. Imp kills me.

And again, the only reason I'm critiquing this much is that I actually think this has a lot of potential, and I want to see it improve.

Still, nice work overall - If I didn't know the source as well as I did, then this would probably be legitimately frightening (I do, in fact, have quite some knowledge on the mechanics of both FNAF and FNAF2).
Last edited by Untitled on Mon Dec 01, 2014 12:26 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Dododamian
 
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RE: Five Nights at Caco's

#29

Post by Dododamian » Sun Mar 22, 2015 2:28 pm

Untitled wrote:
Fabysk wrote: I'm sorry I wasn't able to reply on your previous post. Been out of the state. Anyways~
Untitled wrote: -Imp, Demon, Caco and Revenant literally have completely identical behaviors.
You got that right. I actually wanted them to have the same movement behavior
Yeah, but the thing is, none of them actually have patterns; all 4 of them pretty much just teleport wherever they please.
Fabysk wrote:
Untitled wrote: They can teleport on-camera (something, I'll point out, that the original FNAF team never did, they at least had the decency to zap your camera first).
I figured out how to do that as of today :P Since you stated that checking the cameras is pointless, then there really is no point on adding that.
The first thing you should do then, is figure out some new mechanics to force the player to actually check the cameras - that's pretty much 100% foxy from FNAF 1 existed, and 100% of the reason marionette from FNAF2 existed. Otherwise it's just occasionally checking the lights to see if one of them is going to get you.
Fabysk wrote:
Untitled wrote: -The random freddy laugh has absolutely nothing to do with anything the animatronics are up to; as chilling as it is, ignore it completely.
Just to fill in the chilling feel. I highly doubt it worked
It's actually surprisingly unnerving the first time, but after that it's stale, which is why it should only be used on later nights, when players are getting more paranoid.
Fabysk wrote:
Untitled wrote: -Be prepared to die to bad luck a couple times; My first playthrough I had shadow and imp both come for me, there was nothing I could do except watch as I died.
I had the same experience. Until I figured how to survive that. You have to know who got there first. Whoever did will attack first. Later through the nights, the delay between the attacks are shortened. You have to be fast about it.
Except in my case, here's what happened:
1. Shadow enters side hall.
2. Close side hall.
3. Imp enters main hallway.
4. Alternate doors trying not to die.
5. Imp kills me.

And again, the only reason I'm critiquing this much is that I actually think this has a lot of potential, and I want to see it improve.

Still, nice work overall - If I didn't know the source as well as I did, then this would probably be legitimately frightening (I do, in fact, have quite some knowledge on the mechanics of both FNAF and FNAF2).
I'm not sure if this is still being updated (because you're now working on FNAC2) but how long do the ANIMATRONICS stay in the hallway? Because if I close the door the shadow kills me, If I close the vent the ANIMATRONIC kills me.
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Fabysk
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RE: Five Nights at Caco's

#30

Post by Fabysk » Sun Mar 22, 2015 5:41 pm

Dododamian wrote: I'm not sure if this is still being updated (because you're now working on FNAC2) but how long do the ANIMATRONICS stay in the hallway? Because if I close the door the shadow kills me, If I close the vent the ANIMATRONIC kills me.
FNAC 1 is no longer being updated.
When dealing with the animatronics while one is in the vent and one in the hallway, you have to know who got there first because they will attack first. I don't remember the duration of the animatronics wait. What I do know for sure is that their wait for attack decreases as the nights progress.
If you make to night five, I'll be honest, it IS a pain to beat it. Yes it is possible to beat it. (Almost two hours for me)
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Dododamian
 
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RE: Five Nights at Caco's

#31

Post by Dododamian » Sun Mar 22, 2015 7:26 pm

Fabysk wrote:
Dododamian wrote: I'm not sure if this is still being updated (because you're now working on FNAC2) but how long do the ANIMATRONICS stay in the hallway? Because if I close the door the shadow kills me, If I close the vent the ANIMATRONIC kills me.
FNAC 1 is no longer being updated.
When dealing with the animatronics while one is in the vent and one in the hallway, you have to know who got there first because they will attack first. I don't remember the duration of the animatronics wait. What I do know for sure is that their wait for attack decreases as the nights progress.
If you make to night five, I'll be honest, it IS a pain to beat it. Yes it is possible to beat it. (Almost two hours for me)
Yea.. That's not quite the problem the thing is that no matter who comes first or second they still kill me and they NEVER go away.
:eek: 666 CYBERDEMONS!!!!! -Also known as Black_Ninja

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