Future of Smutcube: "FuckNAF 2" and Beyond (Patreon)
Content
Springtrap's maledom scene is the penultimate addition to FuckNAF before I officially start work on "FuckNAF 2" so I thought it would be a good time to talk about what exactly "FuckNAF 2" will aim to be.
When will you stop adding stuff to FuckNAF?
The final planned updates for FuckNAF are Springtrap's maledom scene (this update) and Golden Fredrika's update (the next update). After Golden Fredrika is added I will be working on "FuckNAF 2" and FuckNAF at the same time. I'll be attempting to port the game to android and VR while running content polls to see what additional content people want added (new animations, new desk items, etc.). After working on both games for some time F2 will eventually have a build I feel comfortable releasing, at which point I will announce the final update to FuckNAF.
Are all these ideas guaranteed and set in stone?
No, everything here is subject to change based on feedback, difficulty to implement, my own personal whims, or acts of god. If you see something you don't like, or think of something you do want, drop it in the Discord under the channel "F2->Suggestions". Don't throw money my way because you want the game as its written here to be made, I will almost certainly fall short of your expectations as ideas are easy to write and hard to implement. The point of this post isn't to generate hype, it's to show what I've thought up so far so that if you guys have something to add or want to change I can course correct before development really starts.
How will "FuckNAF 2" relate to FNAF?
The short answer is that it won't. FuckNAF 2 is going to be a FNAF-like, it isn't going to be a parody like FuckNAF, it will be its own thing. Gameplay elements will be very similar to FNAF and there will be a "FNAF" inspired level with characters similar to characters in FNAF, but the game as a whole will be bigger than that. The game will be a sequel to FuckNAF but won't be called FuckNAF 2, I'll refer to it as "F2" from now on but there isn't a name decided yet.
How long will F2 take to make, when will we get F3?
If things go to plan, there won't be an F3. F2 is planned to be my life's work with an expected development time of at least 20 years before I retire and watch the sun set on a grateful universe. Instead of making a new FNAF-like game I will focus on continually adding features/animations/characters to F2.
What is the main design philosophy of F2?
The game is designed to be as customizable and dynamic as possible, building off of FNAF's "attention management" gameplay. I don't want the game to be the same characters, for 8 minutes, on the same map, every single "night".
What is the setting of F2?
F2 will have the player take on the role of an interstellar space trucker transporting sex bots between stations. The player will earn SpaceFUX (Space Fiat of the Universal eXchange) which they can use to purchase new ships, ship customizations, and possibly their own sex bot co-pilot, eventually maybe even their own station to hold their harem.
How does the setting lend itself to customization/dynamism?
Each element of the "night" (will be called "flight") will be determined by the contracts the player accepts, as well as the ship they use for transport.
The length of the night will depend on the distance traveled (i.e. 4 minutes irl time for a short trip, or 24 minutes for a long-haul) and could be shortened by buying a better engine for your ship.
The map layout will (unsurprisingly) be your character's ship, as you earn more SpaceFUX you can buy bigger/better ships allowing you to haul more sex bots.
The characters will be customized creations based on different parts that determine appearance and behavior. For example, instead of having "Fredrika", the F2 equivalent would be a sex bot, with a bear head, bear paws, bear feet, brown skin, and a "house keeping" AI-core. They would function identical to each other, but if I wanted a character who looked like Foxy who functioned like Fredrika I would just need to take out the house keeping AI-core and place it in a "Foxy" looking sex bot. You will also be able to have multiple characters with the same AI, you might have a ship full of exhibitionists that you constantly need to swap between.
What other wacky ideas would you like to try with F2?
As said previously, the game will be in production for a long time. There are things I would like to implement that currently seem very unlikely, but given enough time, I may add. These things should be considered outside the scope of what's planned, but given enough time I may add.
Mods. I'd really like user generated content to have a streamlined way to be added to the game. Particularly, animations would be nice to have added to the game.
Explorable/customizable stations. I would like the player to be able to explore the station they're docked at. On these stations there could be services such as shops, strip shows, brothels, or sex arcades. If that were added, there's a small chance I'd consider adding the ability for a player to buy their own station and make their own shops with their own sex bots, collecting passive income from those sources.
MMORPG-lite. If the above were added I'd really like the idea of making the game a small scale MMORPG. Not something like WoW with hundreds of players running around stations, but populating in game stations with other players' creations. Then, if a player stopped in to use another player's station/shop/sex arcade, the owner would receive a cut of the $FUX the visiting player paid.
So F2 will be the last game you ever make?
No, I enjoy making new games. F2 will be my main focus, but I'm also working on making Unity extensions that will make developing porn games easier across the board. There are a lot of side projects I've had in mind over the years (H-core dungeon, Royal Game of Purvs, Fishing for Pharah, Fuck-a-mon Fap, Sinful Syndicates) but there is a lot of boiler plate systems that are needed in all of them (not to say I'll make all of those titles). The hope is that if I had those boiler plates done in an extensible-non-dependent manner, I would be able to make other games quickly as hobby projects.
I'm working on this right now through the toybox overhaul in FuckNAF. The Sex Scene data system I'm implementing in there is intended to be used to create a streamlined handling of sex animations independent of FuckNAF's other systems. This way it can be dropped into a new project with different sex scenes and characters and used simply by attaching a script and calling a function.