As of now, keypoints of this style lie in using rustic metal, bricks, and rubble. Made up of rebar, metal frames, and plating. Filled with pipes, wires, and rivets. Held together by platforms, beams, and truss towers. Accompanied by railings, hazard warning lines, and various signs. Clouded by smoke, dust, and rust. Silhouetted by cranes, smokestacks, and watertowers.
For those familiar with FNAF, the plot may feel familiar, but I can assure you that this story takes a very different direction. The contradiction in tone and style of FNAF's later installments would initially bug me for having a stark contrast to other elements in the same universe. I would enjoy certain elements sprinkled into the franchise's books, but only if they are in the context of an independent cheesy 80s flick. Within the actual context, the ideas are ridiculous and tiring. While the other FNAF project aims to prove that Scott doesn't know how to make a serious FNAF game, this project will prove that Scott cannot make satirical sci-fi, either.
The score might assist in retaining the project's tone during development, but is currently nowhere near completion.
The plot was once completed, but when the project's potential grew, it needed to be revised. It is currently undergoing said revision.
Characters need designs and possible name revisions. Pete Bear, Rabbot, and Mispatch all have favorable names, but in place of Chica is currently "Fowl." It will need very clever and precise altering if that pun is to be used. None of the characters have completed designs, but in contrast, Fowl's design seems to be the furthest in completion. Pete Bear's style has to be fully realized before the design can be completed. Rabbot may need a redesign. Mispatch might just end up being a vast collection of unrelated segments.
Pete's Parlor has yet to be designed, but the parts that matter are already in mind.
Gameplay elements have not been thought out yet, and may prove to be a reoccuring problem of mine.
To really iron things out, I would have to look back at the examples from the era I was getting nostalgia for. Personally, it tapped into my memories of Ratchet & Clank's low-res textures and style. More up its alley was the early Fallout franchise with its color-limited pre-renders. Since it was prerendered, it could get past the obstacle of having to use low-poly models, but then you were restricted to flat images. For a game like FNAF, where you sit still, it's not a problem.
For a few years, it wouldn't go beyond just a simple observation, but in early 2020 when I was facing the issue of having an unproductive team, I thought letting them build off the idea would be the perfect solution. While it got the team to work without me, it only lasted a few minutes. Their inexperience with directing a project would cause them to instantly swerve off the path. It remained relatively dormant until I found Night at Cri's just as intimidating as the project it was made to take a break from. Just like Cri's, it would start simple, but it would soon grow as its potential shined through.
While still trying to grasp the specifics of the style, I would look back at A Close Shave. In general, the style in the Wallace & Gromit series is close to what I'm going for, but has its roots in a bit more of a 50s pastel. It would urge me to explore stop motion robots in industrial films, like Robocop 2 and Terminator. Sci-fi model sets have a similar feeling, like the ones in Star Wars and Alien. Using Scott's other game, the Desolate Hope, I'd find that the other key to the style is the specific style that I've deemed "retro industrial." Games like Final Fantasy VII would do something similarly utilizing a style more alikened to the grittiness of Blade Runner.