In Back in the 80's you play as a police officer, trying to solve the history that still overshadows Fazbear Entertainment, the murders of the 80's.
During your investigation, you get a call from you friend Mark, asking you to come to the old Fazbear location from the 1980's.
You immidiately decide to meet up with him, but when you get there, he is nowhere to be found, instead, you are trapped inside, having to survive the nights.
Release Date: January 20th 2020
Versions: - v0.1
- v0.2
- v0.3
- v0.4
- v1.0
- v1.0.1
- v2.1
- v2.2
- v3.0 (latest)
32-bit Versions: - v2.1 (latest)
Back in the 80's is my first FNaF Fangame, releasing back in 2020, this was a big step in my development process, and also the start of an entire series of games.
Just like with Phantom Manor The Game, this game is mostly made with BSP (Brushes) and some models from Sketchfab, Turbosquid and Free3D.
Back in the 80's is also mostly coded within the Level Blueprint, as I did not know how to code object oriented yet in 2020, below are some parts of the code, and what they are used for within the game.
The flickering light is used within the left hallway, and all it does is simply toggling the visibility of a lamp on or off every 0.1 - 0.3 seconds.
The office door is used to block Animatronics from entering your Office. When you close the door, the power usage goes up, which will make the power go down faster. Both Office Doors have an increment for the power usage, the same happens when you turn on the hallway light.
The front door can be opened and closed to enter the building, however when entering the doors close behind you, which locks the door. By turned the CanOpenDoor boolean to False, it will lock the door so it can not be opened again.
Freddy Fazbear is 1 of 6 roaming characters in the game (Others being Bonnie, Chica, Foxy, Endo and Glitchtrap). He tracks the player with Pawnsensing, after which it turns the "In Range (Sees Player)" to true, untill he doesn't see you anymore. Freddy will then move towards the player, if Freddy is close to the player, he will jumpscare them, and it will be Game Over.
Most of the Animatronics have similar code, altho slightly different like better or worse sight, faster or slower walk speeds and some other parameters. There are also 4 animatronics that are slightly more unique.
Endo moves only when the player doesn't look at him, and he always knows where you are.
Angry Chica always knows where you are and is really fast (Easter Egg on Night 1).
Golden Freddy only has a door which you need to close, no Character AI used.
Foxy only becomes a physical character AI once he goes out of his cove, which you can click to keep him in it.
The biggest selling point in my opinion for this game are the Animations. As I was still transitioning from being an Animator to being a Game-Developer, I put loads of effort into Animations, in this game, most of the Animations are made by myself, except for the Jumpscares.
To show off these animations, I made an Extra's Menu in the game to display them all for the players to see, below here all the animations are showcased
All of this combined with an amazing story combining both old and new FNaF Lore, made this one of my favorite games overall, with a mix of Story, Code, Level Design, Animation and Sound, this was the perfect blend for a FNaF Freeroam game.