🎮 What We're Adding
Part 1 gave you a working FNAF-style horror game with one animatronic, a power meter, and a jump scare. Part 2 makes it a real game — three new animatronics with unique AI patterns, a main menu that lets you pick your night, five nights of increasing difficulty, hallway peek lights, and ambient audio that actually makes you nervous.
🧒 For the Child
Remember how Freddy could creep up on you? Now Bonnie does it too — but from a DIFFERENT direction! And Chica sneaks through the kitchen. And Foxy... well, Foxy is special. If you don't check Pirate Cove often enough, he SPRINTS at your office and there's nothing you can do. You'll also build a proper Start Screen so your game looks like a real game! 🏴☠️
👨👩👧 For the Grown-Up
This episode introduces: scene switching (main menu → game → game over), a GameManager autoload singleton for passing night data between scenes, multiple animatronic instances with different exported AI values, Foxy's unique "check counter" mechanic, an AudioStreamPlayer-based ambient sound system, and a death screen showing which animatronic caught you. More GDScript patterns introduced here than in any previous episode.
✨ What You'll Add
- Bonnie the Bunny — attacks from the left
- Chica the Chicken — approaches through the kitchen
- Foxy the Pirate — rushes if you ignore Pirate Cove
- A proper main menu with Night Select
- 5 nights with scaling AI difficulty
- Hallway peek lights at each door
- Ambient audio & door creak sounds
- A death screen naming who got you
- A GameManager singleton keeping it all together