Here's some more concept art from another FNAF fangame series I tried to make. And by 'some more', I mean one page of drawings and a map design. Luckily, I still pretty clearly remember what this series was going to be.
This one was a trilogy titled Hamilton's, and was completely different from One Week at Cam's. Instead of being a light-hearted Flumpty-esque game, this one was more in line with traditional FNAF games. A pizzeria with killer animatronics and edgy lore.
In the first game, you played as a woman named Katie, who worked during the day at Hamilton's Pizza Barn. Cam would have been reused for this game as her boss, and functioned as the game's Phone Guy (he was written to be a much more grounded character in this game, compared to his more manic cartoony personality he has now & in OWAC. this game is also where his tophat & bowtie design originates). Cam asks Katie to watch over the restaurant during the night, as there have been several break-ins over the past few weeks. This is where the game would've started.
Gameplay was kinda similar to Flumpty's 2. Your main way of defending yourself was to shut off the lights whenever the animatronics opened the door to your office. There was no exposure meter though, so if they saw you, it was an automatic game over (to make it a little more forgiving, most of the characters had soundcues for when they were about to arrive at your office). On top of this, Katie has nyctophobia (fear of the dark), so the longer you kept the lights off, the more the 'Fear' meter in the corner would rise. If it went up all the way, you would be paralyzed until the meter went all the way down. The lights would've been forced on at this time, and you couldn't turn them off or open the cameras. You also could access the building's intercom, but this was only used for one character (more on that later). I think there were also vents as well but it isn't in any of the concept art.
Sally Sheep would've been the first to become active. She traveled the building in a clockwise circle, stopping outside of your room to look inside. There would've been a soundcue when she was about to look inside.
Beverly Bird became active on Night 2. She was sorta like Flumpty in the first two ONAF games. She was completely random, and would teleport around the building without any set path. If she ever showed up outside your office, there was a chance she would just run past without looking in.
Chef Gnocchi became active on Night 2 or 3, I don't remember. He was supposed to crawl up in the vents, and drop down into your office when he got to you. I think he was a BB-like character, where instead of killing you he would mess with your stuff as a way to get you caught.
Thomas was activated on Night 3. Since he doesn't have any eyes, he had to rely on sound to find you, and as such you wouldn't be able to hide from him by turning off the lights. Instead, you had to lure him away using the intercom built into the cameras. So yeah he was basically just Springtrap.
Hamilton became active on Night 4. You had to turn off the lights when he came to your office, but he would be the most difficult to keep track off. He would hide in darker spots on the cameras, making it hard to see him. He didn't have a sound cue either, but to compensate you also had a little more time to shut the lights off if he opened the door.
A character named Shadow Katie would've been added on Night 4 as well. She worked like the phantoms in FNAF 3. She would show up on the cameras randomly, and if you looked at her for too long, she would jumpscare you, causing your Fear meter to spike.
In between each night, you would've been treated to a cutscene explaining some of the lore. The first one showed Katie as a child, being abused by her father. She was frequently locked in her basement as a punishment, which explained her fear of the dark. The second cutscene showed Katie's dad stalking her at work. Cam tried to intervene, but he ended up getting strangled by him. I never figured out what the other cutscenes would've been, but I know that it would've eventually been revealed that the father was the one breaking into the pizzeria and tampering with the animatronics, causing them to become violent.
All of this would've culminated in Night 6. Prior to this, on Night 5, Cam's call would've been cut short when someone attacks him, revealed later to be Katie's father. On this night, there would've been just one character: Cam's corpse, being controlled by animatronic parts grafted to his body. I think you had to defend yourself with some kind of taser? I don't remember. What I do know remember is that after the night ended, the building would've burned down, and you could've gotten one of two endings depending on what you accomplished in the game.
The bad ending had Katie being captured by Cam, and them both dying in the fire. The good ending would've had Cam coming to his senses right before killing Katie, and them escaping the burning building together. Katie was badly injured, so Cam left her outside so she could be taken to the hospital by paramedics, while he escaped and went into hiding.
Hamilton's 2 would've taken place in Katie's nightmares, when she was in the hospital in a comatose state. The animatronics from the first game would've been reimagined as the 'Beast' characters. They were meant to look more like real animals, but still kept their anthropomorphic qualities. I only ever designed Beast versions of Hamilton and Thomas, and they're both pretty shit (drawings of them are at the bottom of the first image). I think Beast Hamilton used a BBQ fork as a weapon, but that's like the only sorta cool thing about him. I never figured out what this game would've been like gameplay-wise. I had a vague idea for the setting, it being similar to a dark sewer or prison complex, but I never came up with any mechanics. The game over screen would've had Katie flatlining, so that's kinda cool I guess.
The same goes for Hamilton's 3, but to a larger degree. I abandoned the entire series before I put any thought into a third game. All I knew was that it was going to be like Pizzeria Simulator, but that's it. Looking back I probably should've kept this series as a single entry instead of forcing it to be a trilogy, seeing how the first game was so much more developed compared to the other two. Not that it matters, since I never ended up making these games, but ehhhh.
Like with the One Week at Cam's characters, I went back and redesigned some of the characters from this game. Not all of them though, since I really don't see any potentially in most of these designs. Maybe one day I'll take a crack at em, but ugghhhh I really don't feel like it right now. Anyway click here to see them.
AriDrwz
every1 has one of those days