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After-Hours

7 months ago

After Hours Progress Devlog : November 2023


Feels good to be back, no? The month is almost over, which means I'm due a devlog. I've gotten a lot of progress done that I'm proud of! Here's everything I've been working on this November...


But wait, before we start I would like to thank a few people that ended up following me/my game. Let's give a big thanks to @Glitchtrap666666 , @-DriLax- , @That-Random-Bunny, @odditythegoat , @SplatterGames , @llamdev , @Bruhsta27 , @SilverGuy , @Hermyjack , @Jerry-Backup14, @soget11162 , @lea_exists , @JBowen , @ImKai, @JRWELLS , @Starmapo , @FoxGuyFoxtail , @OfficialFrostfang192_, @NanGameJolt23 , @Mezzoflow , @RilzLaFFY , and @GlamrockMemesOfficial. I just wanted to tell you all that even if you guys think your following won't do much, it really does! It helps my stuff and games to reach more people and I'm thankful for all of you that are interested in my games and want to see more. I don't know if I would've continued on for this long if it wasn't for all of you guys supporting me, thanks again.


Short Summary :

  • I've updated all the models and they look a lot better

  • A remastered menu with more options and a more unique look

  • Complete "lore" overhaul that makes a lot more sense and that'll affect the game

  • Whole new mechanics that'll spice up your nights!


Long Summary

Intro :

I'm happy to say that I've made a lot of progress. I've updated all the models and given them a much more eerie and creepier look, you can find an image of them down below but I want to go more into detail on the thought process behind making them. One of the three main reasons I completely restarted my game from scratch is how the animatronics looked. The biggest reason for this is that my way of making vectors has improved so much since I first made them and I just didn't like them, they also didn't look all that "scary" A lot of people pointed that out, and how they looked more childish and friendly which wasn't my priority for the look. So the newer model not only matches now to how I make vectors nowadays, but it also looks a lot better overall.


Updated Models

Mr.FluffyBottom

oldnewfluffybottom.png

As you can see I also made sure to have the endoskeleton not as visible. And that's because a bit issue with the old models is that I, for some reason, put the ENTRIE endoskeleton under the animatronic, which made it pretty annoying to pose them. And with multiple camera poses, this got pretty old fast. I also did one of my favorite ways of adding depth and "shading, " which made it look much better. The tie is a bit more realistic-looking and doesn't have those ugly-looking divots.

Biscuit

biscuit2_1_1.png

As you can see Biscuit went through a few changes too, the most prominent one being that his head is actually a much more different and unique shape than Mr.Fluffybottom. Similar to how Bonnie had no eyebrows, I thought it would be cool if Biscuit had no front teeth, and it worked out especially since his snout fills in all the empty space left from there being no top teeth. You could tell from Mr.Fluffybottom but it's a lot more obvious from Biscuit's model that the hands are a lot more detailed and complex, the apron also follows this trend with it being a lot more detailed and looks a bit more cartoony compared to the original one. Also is it just me or does he look a lot more like a chihuahua?

Hopper

hopper_1.png

As you can probably tell this Hopper is a lot more bigger and burly than his previous iteration. Once again the apron is more detailed and better. And it's kind of hard to notice but unlike the old ones, the new ones don't have their body under the clothes, before the suit on Mr.Fluffybottom and button-up on Hopper opened up towards the top and showed off under the clothes. Similar to the endoskeleton being under the animatronic, it just made it harder to model and pose them. And a small little detail that I absolutely love, instead of a hand holding the plate it's more like a suction cup.

Felipe

felipe.png

The most easily noticeable change is the name. I wanted the name to be more fancy and more of a Spanish inheritance. And Felipe is a very common boy's name in Spanish culture. His beak is more duck-like, with no being as pointing. The paint splatters are also lighter and not as prominent as before. Also, the face paint is a lot cleaner and not as sloppy and poorly applied as before. Also, I think the more dummy-like mouth jaw looks the best on Felipe.

Broken Ozzy (WIP name)

brokenozzy.png

Now for one of my favorite redesign Ozzy, as you can tell this time he is a lot more worn down and look a lot more withered than his predecessor. And I instead went with a more Skater Chuck E Cheese vibe than the old more childish approach for him. And also I've updated the endoskeleton to be more realistic and to look a lot cooler. You can't tell from this other than his left arm, but this version of the endoskeleton is actually custom to him. The other two animatronics, Whisker and Brisket, will have their own endoskeletons. Well kind of, the only difference is that the hands and feet will be differently shaped than for Ozzy


Remastered Menu

video_83.gif

As you already saw from the thumbnail and from my previous post, the menu has a few more buttons and options to choose from. I wanted to actually go into detail about each of them and what to expect when you play the game. First of all, you can't see my mouse but I can assure you that each button changes the character to a different one. So New Game is somewhat explanatory but I'll still explain for some who want to know, when you click New Game you'll probably see some sort of opening cutscene. To the followers who have been around since day 1, it'll probably be a remake of the original cutscene. I'm going to skip over the Continue real quick since it leads into the next part of the devlog, which means that the Unlocks are next. The Unlocks will have things like audio logs, your perks and abilities, old arcade games, and plushies/memorabilia you've bought or unlocked with trophies, which I'll get into later. Next is Extras which will have you normal stuff like custom night, behind the scenes, but this time for the character descriptions you'll also have to buy those in the shop. Before we continue on with talking about the continue button, we have the Settings. The settings will have your normal jumpscares on/off and code for the nights, but it'll also have a subtitles toggle and maybe even different language modes. Finally is Continue which instead of bringing you to the next night like you would assume it'll actually do something unique. Before starting your next night it'll bring you to an upgrade menu, but for what you ask?

New Upgrading System/New Mechanics!

sneak_peak_1.png

Here's the thing I've been promising and hyping up for the past few minutes so let's finally get into it. As you can see here the game has some sort of system where you can select different perks and abilities to use on your nights and even upgrade them. I can't go into too much detail about them since I still have some stuff to figure out, but I can give you a quick rundown of everything I have so far! As you can see from the image I have three perks/abilities figured out for the game, being named Stay Back, Efficient Worker, and Practical Worker respectfully. I won't explain much since it already tells you what they do, but I will tell you that the maximum level you can upgrade them will probably be three. You may be wondering how you would upgrade them. During your night you will give points based on things like how much power you have left and different factors that then get converted into a certain amount of tokens. And you use these tokens not only buy upgrades, but plushies and bonus material too.


That was a very long post, and if you guys like this more than my weekly post make sure to follow/like my game and the post! This was fun and I'm happy to have this game back on track, see you later my burgies.



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