The Return of Cindy: Insurrection

IT'S TIME TO TURN THE GAME AROUND

**The Return of Cindy: Insurrection**, abbreviated to **TRC:I**, is a horror story game developed on the Unity game engine by a small team of Digital Arts developers. The game is a continuation of **Five Nights At Cindy's: Uncontrollable** and continues the course of the plot of the main character John.

## Description

*A few years after the closure of "**Cindy Burgers**" restaurant, a lot has changed, calm has been restored in the state, but the storm cannot hide forever. Something strange is happening with **Rhombus Electronics** and in their laboratory, something is inaccessible to the ordinary human eye.*

*Need to figure out something is going on there, and if the corporation is up to something... if our guesses turn out to be true, we'll have to stop them. Stop the darkness that can engulf the whole world. After all, what could go wrong?*

## Gameplay

Since the game did not come out, there is no final gameplay concept of the game. But we can tell you the approximate gameplay that was conceived.

Unlike many FNAF games, in TRC:I was available free-roam in a semi-abandoned Rhombus Electronics lab. Since ammonia was released in the laboratory, the player had to use a gas mask to move in very dangerous places. To do this, he was assisted by a gas sensor that showed the gas level in various areas of the building. Of the auxiliary items, the player had a flashlight which would help the player navigate through dark corridors. And so that he would not get lost in the building, he had the opportunity to use a smartwatch that displayed a minimap. In addition to the minimap, the clock also displays the time, but only for what? :/

A system of items, leveling and upgrading was planned. The player could pick up items, materials and use them in the future to improve the game character.

Animatronics would be very aggressive and diverse in the game. Each of the animatronics could move and attack in different ways, each required its own tactics for defeating. Player should to be extremely careful to move around in the lab, because no one wants unexpected surprises, right?

You can learn more about gameplay mechanics in the next chapter of "DEVELOPMENT HISTORY".

## Content

Logo 1Logo 2BannerTeaser 1 "2023"Teaser 2 "She will be back"Teaser 3 "Those who cling to death, live. Those who cling to life, die."
## Characters

### Humans

* John Morgan
* Alex Clark
* Bill Anderson

* Assistant
* Thomas Wright
* Robert Brown
* Mr. Nobody
* Special Forces Leader & Assistant

## DEVELOPMENT HISTORY

After years of silence after the cancellation of the project, one friend of the author very much begins to inspire him, spraying the desire to take up the sequel again. At that time, the modeling level of Frond Fox was already very good and the sequel could turn out to be really high-quality.

There was only one thing left to determine on which game engine the project would be developed. The very first and logical option was Clickteam Fusion. With new knowledge and skills, it was possible to implement a couple of game mechanics. The idea was to implement Hard Mode from TRC as the basis of the entire location. The player would play for John, and his partner would be Alex.

But after the start of development, the opportunity was opened to do 3d projects on Clickteam Fusion, but due to its limitations, one team member suggested making a game on the Unity game engine. Surprisingly, the author agreed and because of this, the development switched to a new game engine.

A very large number of mechanics were planned in the game, but the trick of the game was a gas mask and gas. Frond Fox was inspired by such projects as Metro 2033, Payday 3 and many other projects.

As the game development progressed further, the more author felt that he was doing something wrong in his life. He realized that after 5 years of developing the same game, he was just wasting his time running into a wall of obstacles all the time. Therefore, it was decided to completely stop developing the game, finally and forever.

By the end of the story of the creation of the game, it can be understood that from the very beginning, the development of the game was in hell. And honestly, it was already obvious that the project could not get out of the hole that had been dug during the 5 years of existence.

## Dev Videos

Here are videos of their archives, which displays various tests of different game mechanics.
   **Recording №1**
Starting from the date of 30.12.22, the game has completely switched to the Unity game engine. We started experimenting from the very first day and we started with free movement on the 3D platform.

From the very beginning of the development, a health system was planned. After all, in our opinion, this system looked more original and fresh for FNAF fandom. Because, if we compare a lot of other 3D fnaf games, the system was monotonous. Animatronic has reached you = jumpscare.

   **Recording №2**
In video number two, we tested the minimap system in the UI. We checked how accurately and stably this system works.

   **Recording №3**
Here we have added a flashlight for the lighting test in the game.

   **Recording №4**
In video number 4, we moved the minimap to the left side of the screen and added textures to it. Here we tested the system of player run mechanic and interaction of the game model with the environment.

By the way, running mechanic was already present in previous tests, but we just didn't demonstrate it.

   **Recording №5**
Here, the mechanics of opening and closing the door using the motion sensor in the game were demonstrated. Although this system was planned for opening horizontal doors, here one of the developers decided to do a test on a vertical door as in the original FNAF 1.

   **Recording №6**
In this video, one of the developers made another camera control system. This camera you can find in many FNAF games, and surprisingly we liked this idea. After that, we began to further develop it, moving further away from free-roam.

   **Recording №7**
Developing the idea further, we decided to try to make a camera like in The Return Cindy with minor improvements. Already at that moment we tried to make a system of movement.

   **Recording №8**
In video, we accelerated the player camera to be more maneuverable during animatronics attacks and various events. Added a new test location and made a system of movement between locations.

   **Recording №9**
In video number 9, we slightly slowed down the rotation speed of the player's camera and increased the number of zones where the character can move.

   **Recording №10**
But later realizing that the idea with Point & Click is quite long in implementation, we returned to free-roam.

Here we have again added a free movement system and tried to make the doors physical objects.

   **Recording №11**
Developing the idea of free-roam further, we created a completely different test zone as which we started testing many things. In this video, we have improved the camera by adding FOV changes to it when moving, running and walking quietly.

Oh yes, unlike running in the game, quiet walking was also present from the very beginning of development. It was used to quietly pass behind the animatronics, or quietly move between dangerous zones.

   **Recording №12**
Here we have added the Stamina bar so that the player can better understand when he should stop to rest, etc.

But I warn you in advance, this video was originally recorded to show the shortcomings of this system to the developer.

   **Recording №13**
In this video, we have already tried to improve the player's camera by adding idle animations, running, and more. But this video also serves as a demonstration of the problem in the camera system for developers. By the way, the animations for the camera remained, but they were never completed.

The UI has been moved to the lower right corner as planned. You can find the concept art just below

   **Recording №14**
In the last video we demonstrated the Health bar system and all the developments that we managed to implement at that time.

This is the last video where at least something has been changed, removed or added.

## UI Concept Arts

Version 1Version 2Version 3Version 4Version 4 (2)

## Achievements

* Does not exist

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