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Game
After-Hours
4 days ago

After Hours - March 2025


Introduction

Happy pancake day everybody! Thought I might as well make this day even more special and give you all a devlog! But this post is also to address a lot of changes and decisions I've decided to make going forward with the games development.


Summarization

  • A "Freeroam" rework? (and an update on the opening)

  • There's a completely new office layout?!


A "Freeroam" rework? (and an update on the opening!)

download_-_2025-02-24t223255603.png

Why the quotes?

Ok so you may have noticed the air quotes around "freeroam" and that's because I have decided to cut it. I'm sorry if any of you were excited about it, but it ended up just being way too big and much for such a small section. It also slowed the game pacing a ton. In the past you would click new game, then you'd watch the opening cutscene, then you'd go through the whole tv sequence, and then you'd be sent to the night selection screen, and then you go through the freeroam section just to start the tutorial night! Previously the game pacing was stupidly slow and the game was incredibly bloated with useless stuff.

Is the Ozzy cutscene still in the game???

I've also removed the whole ominous Ozzy cutscene that would first show. Even more apologies than before because I know all of you liked this. It was the same issue before, it was all just too much and it probably would fit better in a sequel anyway.

What's this new "freeroam" going to be like?

This new "freeroam' is more of just character dialogue. While not as cool, I think it does do the same amount of world-building that the free roam would've done. In this version, you get to meet the manager and he questions your motivations. It's really fun look into the world and the way the characters act in it


There's a completely new office layout?!

download_-_2025-03-04t213431408.png

As you can see a lot has changed since last time... the looking around just was too clunky and had way too many bugs. I think this new layout will allow for a lot more snappy and fast-paced nights and reduce bugs. Before it was boring and slow but now I have a chance to make very engaging nights. I've always removed that god-awful shelve, looking back it was a terrible idea and just completely ruined the game's emersion

How does the door work now?

Before you had to hold space down and then it would open after a few seconds. As you saw in the video, the door now lights up and you must click on it to close it. You must be both touched and holding the door down for it to keep close. But for fairness, the door stays closed five seconds after you either let go or stop touching it. I thought that made sense for the gameplay loop and to give some leeway if someone at your door and there's another threat you have to deal with

The employee logbook

download_-_2025-03-04t223928009.png

As you saw in the video, the employee logbook is back! It's also identical to the old one other than some re-wording here and there. It will be how you find out the mechanics for each character, replacing a traditional phone guy.

Are the cameras different?

As of right now, the layout and number of cameras are the same. I currently have no plans to add/remove any more than I've shown off previously. Also, since there was nothing wrong with the old ones and they still fit the art style, I will be reusing the cameras I've already made in this new version. I'm sorry if you find this "lazy" but I'm just trying to cut unnecessary corners to speed up game development and get this game out faster.


Sorry that there are only two parts in this instead of the normal three or more. I thought I'd make it up by explaining stuff I've removed and why. Hope you all enjoy this one, once again happy pancake day!



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