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However, I think he should begin making games by hiring people to work for him, under the company name "ScottGames"(He already has a logo for it on one of the FNaF shirts).
He could be owner of this company, who can supervise and help write for his games, in order to keep his own personal touch in the games.
The reason why I think he should hire people is because he is limited in what he can do, programming wise. It would take a while to learn new programming languages, so I personally think that if he wants better-quality games, he should hire and supervise people with thar knowledge.
Yes, I will agree that the models in all 4 games are particularly spot on and the atmosphere is pretty great too. He could be in charge for the art as well on the game if he was on the development team.
I also agree that he might not have to change his prodecure at all, but... some people might lose interest if he follows this same formula. I don't mind it really that it continues to be the same, but can't you imagine a FNaF game that had you be able to move or explore in? I think it would be interesting, but I don't think the clickteam engine can support something like this.
Yes and like I said, if he's the writer of the story, basically, the programmers would be following him on how to fit the gameplay around the story to how he wants it. And if there's a design choice in the development part, he should be the one to make the choice.
That's not a bad idea though too about him just hiring a couple people, I believe he probably has such funds to do so, but only if he wants to do it. He might find it as a more of a hassle to have to worry about being able to have the money to pay the employees, but it is entirely up to him.
I'm not saying he should completely turnover all of the stuff, but maybe... Hire some experienced workers and change the engine.
What he's doing is basically Clickteam's Maximum.
Of course it's up to him though because a guy on a forum can't change it, but I was just curious on what you guys thought and would you think FNaF would be better. It has a good story, but the gameplay is kind of... repetitive, in each of the games. I still like all the games and each of the animatronics, but wouldn't it be cool if we had the option to actually get up from our desk and walk around the pizzeria (Maybe the FNaF 2 pizzeria because the 1st one is quote compact.) I just wanna make sure FNaF has a FUTURE and it doesn't completely die and be forgotten.
To be fair, ClickTeam is extremely broad...just took a screenshot of my dev objects menu:
Some of the ClickTeam Objects that you can use...[www.scf.mobi]
For reference, Scott is using very few of these (Active objects with basic Keyframe animations, Click Regions, Timers, and in previous FNAFs, the Perspective object)
Ah I see, so maybe it is a little bit more advanced and Scott's not breaking the threshold. Whenever somebody ever uses this engine it looks like only 2d games can be made which this game is kind of looks like a hybrid.
Waht.
Some of the Direct3D implementations in ClickTeam are risky...too many polygons and it garbage collects the oldest frames to free up memory (i.e. you'd get missing polygons if the complexity is too high). I don't know if he tried using 3D Meshes in the development of any of these games, but it's possible. It looks as if he made a ton of 3D models and animations (whether in 3ds Max/Maya/Blender), and then frame captured each step of the animation. After that, you'd put them in the animation keyframes of a general Active object. This is much less memory-intensive, so older machines can potentially run it, and it won't drop polygons. This seems to be a ClickTeam-specific thing, though. D3D (and D2D) and OpenGL work great in C#/anything.NET/most anything else (e.g. I made a 2.5D game engine in D3D in VB.NET as a hobby project a long time ago, ran great even on an old Windows 98 computer).
But what Scott did there was functionally good...make it work and accessible to more users, as opposed to flaunting a set of 3D objects that wouldn't be able to handle everything he'd want. That speaks to clever design.
But ClickTeam can do a ton of stuff. Platforming is ultra-easy, and the new Physics objects (XY plane) and Car objects are kinda neat. By far, though, this is the most popular ClickTeam game series ever made by a ridiculous amount.
Interesting. Clickteam always struck me as just a 2d engine that can only support 3D in a way Scott had done it.
Scott, I will agree has done an amazing job as well using this engine to create some good games. I'm glad the game AT least works and is not broken like some indie games that are released.
I'm also not surprised that this is the popular clickteam game too if it's able to produce an atmosphere that would frighten some gamers.