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#fixing fnaf sb
algusunderdunk · 1 year
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Fixing FNAF: Security Breach
Fix 2: The AI
Alright, so the AI in the game is, sad to say, abysmal. Path-finding is expensive, and the further two objects are with more obstacles in between the more expensive it gets. They tried to get around this with the constant security bots and teleporting animatronics, but this just cheapened the experience. While they could've used hierarchical path-planning or pre-baked optimal routes, the point of my rambling is to make things better with the least work possible, so let's focus on the AI.
First and foremost, as I noted in the last post, ONLY the shattered variants will hunt you in the open world segments. Other AIs will be confined to smaller areas wherein path-planning is much easier to deal with. So the endoskeletons in hallways, battling individual animatronics on their own in their specific domain, all to cut down on computational overhead. Also, I'd have each shattered variant do something very specific to them.
MOONDROP: First one to hunt in the open world, Moondrop would actually travel the area's ceilings, and descend on a cable like a spider (a visual supplies by the Sundrop/Moondrop fan art). Since most of the Pizzaplex ceilings resemble stars at night, he'd blend in and be tricky to spot. The computational reason for this is that the ceiling is an obstacle -free mirror of the floor plan, so he doesn't require any fancy path finding algorithms. He slowly and quietly stalks Gregory, and if you stay still too long he quietly descends to attempt to snatch you away. If Gregory moves out of range, he ascends back up.
SHATTERED CHICA: Most of the animatronics have a glow to them, and 3D audio letting you know roughly where they are. After being broken, Chica does not. Without illumination, she blends into dark and shadowy areas, staggering around randomly without any particular goal in mind. When she gets near the player she'll start making loud radio feedback noises that sound like they're dead-center of the player, negating the ability to discern her position from sound. Her movement is mostly random bumping off of things, but when she's within range of Gregory, she'll start moving towards him and squarking.
SHATTERED ROXY: Taking advantage of Roxy being blinded, she'll also move randomly to begin with. However, she'll have two notable traits. First, is her sense of smell. As Gregory moves throughout the open area, he'll be leaving behind a simplistic batch of data points. Essentially, the path the player's taken. If Roxy encounters this path, she will start following it, seeking the player based on Gregory's "scent." She is also sensitive to sound, and uses a coarse-grain environmental map. This means very few nodes representing the open area. Perhaps "main stage", "party floor", "left hall", "right hall", etc. So hearing a noise will cause her to ATTEMPT to move towards an area to wander and sniff, but she'll be dissuaded if she gets stuck on an obstacle. If she hears a LOUD sound, such as a distractionary object throw or noisemaker activated, she will lunge towards it. This can be used to get her off of Gregory's scent temporarily.
SHATTERED MONTY: In-game he doesn't actually do anything, but he could be added without much work and no real AI needed. As shattered Monty is largely immobile from having his legs and claws torn off, he becomes an ambush enemy, hiding on the ground between various set pieces, similar to how alligators and crocodiles will play dead to catch prey. He doesn't move unless the player comes within range of him, so they'll need to keep their eyes open to spot him ahead of time and avoid him. This can get tricky as he is relatively smaller in shattered form, and can hide between arcade cabinets, plants, under tables etc. There would be a number of set ambush points for him, and he could teleport between them when not observed, and when the player's far enough away. Explain away as him traveling between vents.
SHATTERED FREDDY: Freddy never gets to truly attack, so for night 5, he's briefly turned and hunts Gregory too. His mechanic is, to save on reprogramming, the exact same mechanic you always have. The Fazwatch. He does two things. He will wander, looking for Gregory, or he will RUN... When the Fazwatch randomly glitches and CALLS HIM to your immediate position. This means you have to VERY quickly either run (which may attract the others) or hide. In addition, players will be able to use the Fazwatch's camera menu to see from Freddy's point of view to attempt to avoid him ahead of time. Freddy DOES have the more complex path-finding algorithm as he regularly runs to Gregory throughout the complex, so this ensures the others don't compete for computational resources with Freddy. Everyone else has simpler AI that works regardless of how the environment gets structured (meaning level designers can add new obstacles or move things and they only need to update Freddy, and make sure Monty's ambush points still make sense.
They'll also tend to "interact". Chica's skwarks will draw Roxy's attention. Looking up to spot Moondrop means you're not looking down to spot Monty and vice versa. Freddy rushing to your location means you may have to suddenly abandon caution to quickly vacate an area, making noise and not checking for the others.
I feel this would work well for the main open world. No roaming security bots constantly going off, just constant dread from being hunted. In the areas where you face each animatronic individually, just a basic path-finder or pre-scripted encounters. Their path-finder can handle a more heavy -duty workload if it's just them versus Gregory.
DJ MUSICMAN: Similar to Moondrop, he already traverses walls and ceilings but aside from the scripted bathroom and hallway encounters isn't an actual threat. He should navigate the walls and ceiling hunting the player, and when he's in range start to reach for the player. If they get out of range, he crawls back into the ducts to reappear elsewhere. Again, him being on the ceiling means no obstacles to avoid, so his path-finding can be efficient and low-cost.
VANNY: No AI. I'd restrict Vanny to solely scripted encounters in the decaying underbelly of the Pizzaplex, giving the player a constant feeling that she's watching them. Have her stationed in various spots where she'll duck out of sight JUST as the camera swings to her so the player spots her for only a second. Have her peer around doorways and up stairways and from behind fences, always just out of reach. Animations can be reused and she can be teleported around to set locations. Throw in a few audio cues to make players feel like she just ran behind them without having to do ANY animation for some parts.
And there it is, a clean-up for the AIs to make them more threatening, easier to program, more unique, and really add to the sense of dread. Plus cheaper computational power means better performance across any and all systems as well.
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severedegg · 4 months
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theyre like the cop and jake from subway surfing
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filez34 · 10 months
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these idiots need to touch some grass asap
ost: cosmo sheldrake - pliocene
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sourlemonadez · 7 months
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My first tumblr post aa throws this unshaded mess at you and runs
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midnightfrappe · 5 months
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I'M CRYING, SUN GOT HIS PLUSHIE RIGHT NEXT TO HIM, SOMEONE PLEASE HUG HIM
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restinsodaroni · 1 month
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So, does Moon wear reading glasses when telling the kiddos stories? I bet he'd look adorable in glasses!
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This was the only way I could figure out how Moon could wear glasses 😅
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skittyplush · 9 months
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look at her! i love her! shes so!!
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echoingkarma · 1 year
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@emrystheblue has been working so hard on our MerMay AU Seaform Stars!!
We fell behind a bit with the art due to illness, so here’s a dump of all the ones we did to catch up!!
Reblogs are appreciated! Please go read the fic!
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squishbug · 5 months
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so, help wanted 2 huh?
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eaudecrow · 9 months
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I am making DCA pins >:)
@oobbbear as promised, these are dedicated to you for the inspiration and advice!
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ki-kosmo · 8 months
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Me: Ok it’s time to work on something productive!!
My brain: ok but what if we didn’t do that actually *develops crossover and writes a spin-off AU with details down to the mechanics of each animatronic*
Anyway what if Mystery Skulls DCA crossover?
Close-ups and more info under the cut bc I’m brainrotting real hard about this:
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So with this crossover (AU??) the story is mostly the same as the Mystery Skulls animated series, but with a few changes.
The gang all worked together in theater production; Sun and Moon were performers just like in canon SB, while Y/N and mini djmm were behind the scenes, doing tech, organizing events, etc. However, the crew also loved to go exploring, and Y/N, being heavily interested in the paranormal, usually led “investigations” into haunted locations. This was all for funsies and frankly, the boys just had fun going out and observing.
One night they go to an abandoned cave and get separated, and due to a… malfunction… in Sunny’s arm, he pushes Moon off a nearby cliff, tearing the poor bot to shreds. But! Whatever force that amplified the glitch in Sun also allowed for Moon’s will to stay alive and wrath to seek revenge on sun to strengthen, and eventually revive his sentient ai, piecing himself back together as best he can, with the rest of him materializing into a new body. Eventually, Djmm finds Sun and rips his infected arm from his socket, which brings Sun back to reality.
Sun doesn’t remember any of this except for Djmm tearing his arm away, and Y/N barely remembers Moon at all. In fact, all they know is Sun had a theater partner once, but one day they just vanished. Sun… doesn’t like to talk about it. He grows depressed, long after he gets repaired, and soon after stops performing to look for Moon full-time.
When he realized Y/N didn’t remember anything, he was conflicted. Confused. But once he realized he couldn’t seem to jog their memory, he kind of kept the events a secret from them. Not for his sake, no, but because he knew Y/N would blame themselves if they ever found out one of their silly escapades resulted in the death of someone so dear to them all.
Also for those interested, yes I designed Djmm with Mystery’s transformation in mind, here are some chicken scratch sketches I saved while I was figuring out their look:
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If you read this far I’m giving you a big ol’ smooch on the forehead and a cookie 🍪💕
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algusunderdunk · 1 year
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I've had an idea banging around in my head after playing FNAF Security Breach, and also hearing criticisms of it, plus my own. I don't think it's a fundamentally broken game, I think it just suffers from a lack of organization that would streamline the experience. So, out of sheer boredom, I'm going to post a series of simple fixes for FNAFSB.
Most of these are going to be simpler changes, nothing too terribly high-end, not making a whole new game, adding new mechanics and characters, etc.
Fix 1: Five Nights.
The open world of the Pizzaplex is nice, but too much free-roam yields for glitches and deadspace in terms of planned experiences, so pick and choose carefully. This was attempted with elevators and certain passageways, but lean into it more with some structure. Start off by breaking the game into the classic five nights.
This doesn't necessitate any additional assets, and the animatronics already all seem to be designed to look increasingly filthy (prior to being shattered), so break it up by nights, and each night by hours.
12:00 Free Roam
This is the player's opportunity to explore some of the pizzaplex, look for hidden goodies and challenges (more on that later). This also serves as the time when any "defeated" animatronic stalks the place looking for you. As one is defeated each night, this section gets trickier with each subsequent night. Once you and Freddy choose an animatronic's area to investigate, that locks you into...
1:00 Gaining Access
This sequence will vary for each, but it's where your minibosses (i.e. DJ Musicman) will take place. Overcome this section to grant access to each animatronic's domain. Usually this part will be an environment limited to just one kind of animatronic you have to deal with, whether evading the DJ, playing Capture the Flag, etc.
2:00 FNAF Challenge
Once you gain access, you're in a classic FNAF security office, and have to survive the hour. Lock down player movement so it becomes.easier to focus on bouncing around the cameras and hitting buttons.
3:00 Animatronic Face-Off
You face your chosen animatronic in their basic form, which can be either sneaking around to find components of a puzzle, leading them to a particular point, or defeating them in a challenge. Completing this portion shatters them, leading to...
4:00 Explore Behind the Scenes
After retrieving the parts you need, you're mostly alone, wandering the darker areas of the Pizzaplex, such as the garbage mines, the furnaces, backrooms, etc. This is where you can immerse the player in lore and get in details that things aren't quite right. Leave them mostly to their own devices, no real threats, rely on your atmosphere here. This could also be a decent time to have Vanny randomly appear, making the player need to hide until she vanishes, akin to the Ink Demon in Bendy and the Dark Revival, or have her briefly appear in scripted moments, like she's stalking you so always just out of the corner of your eye.
5:00 Escape the Shattered Variant
The night ends with the shattered animatronic being introduced to chase you out of their domain. You need to escape their area while evading them to complete this hour. Afterwards, they're added to the roster that hunts you at midnight in the main area.
Night One: ...Mostly safe! Vanessa hunts you briefly to familiarize you with the mechanics. She quickly catches you and due to some plot convenience, has you briefly assist with a FNAF style challenge, again, getting you familiar with things. Then? Friendly mode. All of the animatronics are... Friendly! Vanessa escorts you around each area. This is important. You get to see the areas as they're MEANT to be. This leads to payoff later when you're sneaking back in the dark and everything feels wrong. Vanny gets a call, she can't leave you alone, so she sticks you in daycare under watch by Sundrop aka Daycare Attendant until she gets back. While she's gone, power outage, Moondrop sequence, and then Moondrop becomes the first animatronic to pursue you in the free roam mode.
Nights 2-4: Roxy, Chica, Monty. Your choice. But again, once you choose, you're locked in. Vanessa is missing, everything's now dark or dimly lit.
Night 5: Freddy. After getting fully "upgraded", Freddy is turned somehow and you have to fight off him and the others, leading to the first possible ending.
Nights 6 and 7: accessible by finding secrets to change the course of events, leading to confronting Vanny or the other hidden boss.
Phew.
So there's a rough idea of cleaning things up a bit. Notice most everything mentioned is already present in the game, just a bit messy and not terribly straightforward.
I plan to babble on a bit more with some extra fixes and flesh out some things I touched on here.
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sketchys-art · 10 months
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Hello again, Magic Man 💫
Eclipse and Solar Flare join the Deceased Character Club... and all they have is uno.
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puhpandas · 10 months
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just felt like drawing the 3 star fam because even tho the brainrot never went away the crumbs we got in Ruin revived the brain worms intensely. they’re multiplying
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skizabaa · 1 year
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Magma Doodles: Gregory sitting with Moon, a Starstruck Sun, and Another Moon
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oobbbear · 2 years
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I finished the mersun moon room designs!!!
The two live in the fake pirate shipwreck inside their tank, Moon got the left half and the little crowsnest cause he thinks it’s cool, n’ sunny got the other half
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Sunny’s room:
He’s room is very bright and colorful
He doodles everywhere and have a lot of jellyfish lamps
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Moon’s room:
He loves pirate stuff so he got a pirate flag carpet (which was a prop hanging on the shipwreck he just ripped it off) a treasure chest and a sea monster poster y/n gave him
He doesn’t like lights so he covered all the doors and windows with cloth
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Some additional doodles:
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(about the tally marks on moon’s wall)
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