Game
Dayshift with Salmo
3 months ago

Dayshift with Salmo Devlog 2 - July Edition


Hello everyone, welcome to the second Dev log of the game! it was a long time coming but I'm finally back to give you an update with development related

earlier parts won't have anything interesting, but it'll get better later on!

IN case you want a video version, I've provided with one right here!

Remade intro object and rewriting some old code

When I first started working on the game, the intro object is obviously essential for story progression, now however there was one problem that lied within the object was that the code was awful, it was incoherent, and that would be confusing to me when I come back to the project say after a couple months, so I scratched it and remade the whole object

Yeah so remember when I just said I would be confused when I come back to the project after a couple months of not doing anything? yeah that did just happen, in return I ended up rewriting some (not all) of the code regarding the game, that includes the intro object and some other objects like audio controller

The revamp of the audio controller now allows to handle audio in a better method, in before it would handle audio everywhere in the game, now, it's only tied to the title screen, so when you make audio settings changes in the title screen, it would affect the audio as a whole

also there was some slight touch ups to first day intro but its nothing major since i did it in a live stream

arcade games, now 1000% playable

I unreasonably sacrificed lots of time towards finishing the arcade games, but now they're 1000% done, the playable arcade games are as follows:

bs9000.png

Blaze-shooter 9000: contains 5 levels, contains bosses, each boss has their own abilities, upsides and negatives, gives you faztokens with how well you perform, taking account on how much health you have left and the enemies you killed, bosses also give extra faztokens

smack-a-mole.png

Smack-a-mole: the whack-a-mole counterpart but instead of whacking you're slapping them, this arcade game has went through a revamp as I didn't like the old one (which can be seen in the old trailer here), and took inspiration from the actual whack-a-mole game, the longer you last the more faztokens you get and the faster it'll get, can also provide as aim practice, overall happy with the decision I made

Matt has now arrived to work! and he got his wares, and new rooms

matt.png

That's right, Matt from hit game Dayshift at Freddy's is back once more, to work here, in the same place where Salmo does

Matt provides a selection of items set in their own respective categories

mattstore.png

key items - permanent, the amount of possible interactions/usefulness determines its price

consumables - self explanatory, healing items

descriptions of items will also be shown when highlighting said item, just felt like stating that

the prize corner has made its place in, and also... the gosh darn ball pit

regardless, this means that all main rooms of the restaurant is here, no longer dreading the black void rooms

Regarding night shift mode and other ideas

now as you may know, i planned in another mode for the player to pick which was the night shift, allowing them to live life as the night guard, however I'm announcing that I'll not be including it in version 1.0 of the game, or simply put the earlier versions of the game that isn't a demo

the reason for the exclusion was not because it conflicted with the fact that the player could go against going Dayshift (in fact it sounds funny in on its own) but rather it was a decision of scope, when I made that decision it was earlier on when I started fresh working on the game, I let my imagination run wild and was like "yep, yep, I wanna add that" but later I realized within each passing day that it'll only make the game take very long, so yeah i was kind of over scoping there, and its not the first time either for this game, I had an idea of making a full blown, working PC that can be used within the security room, not gonna go into more details on that in case I wanna make it a reality, but, it won't be included in the early versions of the full game

since removing something that sounded cool from my plans for the time being may seem disappointing, I'm gonna compensate for this by having the demo allow 3 days instead of 2, that way it feels better

lots of interactions made, lots of interactions to go

ever since I've finished the arcade games I've been making solid progress towards interactions

image.png

(One of the outcomes of looking at the camera)

interactions with key items and normal interactions and options have been made but i still have lots

the game is starting to feel even less empty and I'm enjoying seeing that despite sometimes the progress being slow

others

Release dates estimation: now normally I shouldn't be doing estimation as there's a high likely chance I won't even manage a release before that period, in that case, the second estimated release date has also failed, which was supposed to be an April fools release, to turn out it wasn't

Will I make another estimation? eh for the time being no.

Rich presence: not much was done with the progress of rich presence as I'm mainly focusing on the main game (no steering off to do side activities), rich presence will have its focus set once the demo feels playable from start to finish, no major stuff missing and certainly rats not touching the kitchen

about roadmap: I forgot

In conclusion

things are coming along real well, the game feels like a game, and not a placeholder extravaganza, some features been made/remade to be less confusing for me

thank you for reading the second Devlog, it's been nice to get a new one out, see ya

(Excuse the lack of images, I'll provide some soon)



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