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Proto:Friday Night Funkin'

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This page details one or more prototype versions of Friday Night Funkin'.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Friday Night Funkin' was originally a submission for the 47th Ludum Dare game jam submitted on October 5th, 2020. Being a Ludum Dare submission, this version of the game was developed over the course of a few days. As a result this build is very primitive compared to later builds, only consisting of "Fresh" and "Bopeebo" and containing many features and assets that would be changed almost immediately afterwards.

Title Screen

Proto Current
FridayNightFunkin-ProtoTitle.png Friday Night Funkin-title.png

This build features a completely different version of the title screen, where an early (and less legible) version of the logo floats on a background resembling the one seen in Week 1. This logo is still present in the final game unused.

General Differences

Hmmm...
To do:
  • Document the two songs and their map differences
  • On that note, mapping as a whole works differently. Get on that.
  • Include an image of the Ludum Dare build's game over screen along with the final game's game over screen (outside of Week 6 and the last song of Week 7) and compare them.

While the core gameplay has remained almost identical, there are still several differences present in this build:

  • The window is named "Friday Night Funkin", lacking the apostrophe.
  • Upon pressing Enter on the title screen, "Bopeebo" starts.
  • The speakers Girlfriend sits on were unfinished placeholder purple squares.
  • Boyfriend uses an early icon that wouldn't be replaced until the Week 4 update (but is still toggleable by pressing 9 on the keyboard).
  • No scoring system is present. Instead, the game simply judges the player with a "good" or a "sick" and shows how long the current note combo is after a set of notes. Boyfriend will also do a v-sign. In the final game, this information is displayed after every note input and Boyfriend only does his V-sign in "Bopeebo" after every verse.
Proto Current
FNF-ProtoBopeebo.png FNF-FinalBopeebo.png
  • The camera is remarkably closer than in later builds.
FridayNightFunkin-ProtoGameplay.png
  • There is no pause menu or any way to pause the game in fact, the only way to pause is by clicking out of the window.
  • Game Over screen is entirely different, and lacks a unique track. Instead, the currently playing song continues to play endlessly, though the voice track stops once the screen is loaded in.
  • Pressing R doesn't kill Boyfriend yet.
  • The debug menu is absent.

Bopeebo

Hmmm...
To do:
Add stuff here.
  • Charting is incomplete. The last set of notes are missing, and game transitions to "Fresh" right before the song ends.

Fresh

Hmmm...
To do:
Add stuff here.
  • The song + vocals are a little quieter than they are in later versions.
  • Boyfriend still does his V-Sign in Fresh unlike the finale game.
  • Upon beating this level, the game automatically boots back to the title screen.

Unused Graphics

grafix.png

FNFgrafix.png

In assets/images/grafix.png has earlier versions of the point and ranking graphics along with early icons for Boyfriend and Daddy Dearest. This is still in current versions of the game still unused.

bg.png

FNF-bg.png

A sketch of the stage area the first week takes place on. This can be seen in a Tweet from ninjamuffin99, one of the game's developers.

Gf Cheer

Friday Night Funkin'-Prototype Girlfriend Cheer.gif

An early version of Girlfriend's cheer animation from the current build's "Tutorial" week.

"WIN!" Graphic

FNFWinAnim.gif

In the .fla files for this build, there is this win graphic. Would have likely been displayed after completing "Fresh" instead of cutting back to the title screen.