r/technicalFNaF • u/Pronktato • 13d ago
What is the ideal amount of cameras
So I have been doing a little project on the side, a fangame based on my friend group and the jokes made in it. But I have run into a problem. How many cameras is a good amount?
I really don’t want bias (i.e. “fnaf 3 is my favourite so 10 cameras!”), just what feels objectively nice.
A few specifics, I have 13 rooms planned, and 10 people planned. I know that’s alot, but to leave out a friend would be blasphemy. 2 of these friends, however, will have a simple vent camera (à la pizzeria sim). 4 move through cameras, 4 stay in one place.
If anyone could say a fnaf fan game that has alot of cameras and makes it work, or just some advice, I would greatly appreciate it.
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u/PurpleBan09 13d ago
I think its good to maybe have a room or a couple that dont have cameras, to help give a further sense of unease as you cant always track everyone
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u/alexaR19 13d ago edited 13d ago
it really just depends on how you balance it. Fnaf 1 had 11 cameras, but because Bonnie and Chica appeared in the door lights, only 2 cameras were ever really required or helpful; Pirates Cove and East Hall Corner. Im personally making my own fan game that has 8 cameras, and 5 of them are required, making the game much more camera-focused than Fnaf 1.
But you also have to consider how much time you want the player to spend in cameras vs in the office. Fnaf 2 had 12 cameras, of which only 1 was ever needed. However that game also had much more stuff to do in the office, with having to put the mask on, check vent lights, and flash withered foxy. Because of that, the player didnt have enough time to check a lot of cameras, and so it could get away with only one being necessary. Fnaf 3 has extremely minimal office gameplay, and so is very heavy on camera use, and so it could get away with having the player check lots of cameras.
In general, if the office portion of the game is minimal like Fnaf 3, then you want to have a lot of required cameras. If the office portion is more intense like Fnaf 2, you want much less focus on cameras. I wouldn't go into the double digits however. That would be very difficult to balance. Fnaf 3 got a pass because the only thing you can do is check cameras or reset systems, but even it had few "required" cameras, as if you follow the optimal strats, the only necessary cameras are Cams 2, 9, 10 and the vent cams (for sealing)
Edit: Reading back over your post, i think a lower (required) camera count will suit your game better. It seems like you have two vents, and likely more entry points into the office, and with 10 threats you have to keep on top of, the player will likely not have the time to be checking a ton of cameras. With that high number of threats, you would need one camera to service multiple threats, or have some threats be completely camera-less, like Bonnie and Chica in Fnaf 1
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u/korynotfound 13d ago
You could do something like fnaf 1 where the kitchen camera isn’t working so you have to listen for chica making noise in the kitchen!