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Creating a Game Inspired by "Five Nights at Freddy's" using Scratch

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Title: Creating a Game Inspired by "Five Nights at Freddy's" using Scratch

Introduction:

Welcome to episode 4 of our tutorial series on developing a game akin to "Five Nights at Freddy's" with the help of Scratch. In this segment, we will delve into character movement, including foxy's movements, jump scares, and a thrilling 0% power jump scare. So, let's jump right into it!

Character Movement Design:

While creating our game, we must grasp the concept behind character movement in "Five Nights at Freddy's." It revolves around timers and percentages, which may seem complex at first, but we'll simplify it. Instead of designing individual sprites for every character, we'll create a single sprite for all characters and plan their locations on the game map.

We'll begin with the main character named "Ugly." Designate a sprite called "characters on camera" and create a costume named "Ugly" to depict this character. Mapping out the character's progression, Ugly starts on the stage, proceeds to the party room, then the bathroom, hallway, corner, and ultimately reaches the office.

Another character we'll consider is "Bean Chick." Starting similarly on stage, Bean Chick moves to the party room, then the hallway, corner, and finally, the office. Let's now discuss our Foxy character. Although we don't have a specific sprite for Foxy yet, we can mark its location as white in the required cameras. Consider adding a new camera to include Foxy's area, such as the Pirate Cove.

Designing Foxy's Area:

In Foxy's area, keep in mind the various stages Foxy progresses through: closed curtains, peeking out, fully visible, standing outside, and ultimately disappearing. Unlike other characters, Foxy's camera can display his presence. Please create five different "Cove" designs to showcase these stages of Foxy's development.

For example, Cove One can depict closed curtains, Cove Two with slight peeking, Cove Three with more visible peeking, Cove Four with Foxy standing outside, and Cove Five showing Foxy disappearing down the hallway.

Conclusion:

Designing character movement in your "Five Nights at Freddy's" inspired game requires understanding the essence of timers and percentages. By creating strategically located sprites, mapping character progressions, and incorporating various stages for Foxy, you'll be able to enhance the gameplay experience.

In the next episode, we'll explore additional elements essential to recreating the thrill of the original game. Stay tuned for more insights on building jump scares, power management, and other critical elements that make "Five Nights at Freddy's" such a gripping gaming experience.

Remember, with Scratch's intuitive drag-and-drop interface, you can bring your own unique version of the game to life. So roll up your sleeves, unleash your creativity, and let's continue the journey of crafting your own "Five Nights at Freddy's" game!

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