Game
After Hours at Triple Js'

8 months ago

After Hours at Triple Js' - June 10th Devlog


Today's devlog is a pretty hefty one, as the progress for the game has recently been speeding up (school ended, less goo :D ) and I'm trying my best to not waste my time as much as possible to focus on the game.

I am gonna regret this? Nope, because I like making my game and also know when it's the time to go outside and touch some grass :)

Now, enough with the rambling, enjoy the news!


BRAND NEW JUMPSCARE ANIMATIONS

Three newly animated jumpscares have now been made for Jonathan, Jack and Jeremy, with the first 2 being animated by @-TightSocks- ! (giving him a huge shout out here)

If you don't wanna spoil yourself by looking at these jumpscares, keep scrolling, I'll see ya in the next chapter.


Jonathan's jumpscare - Animated by @-TightSocks-

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Jack's jumpscare - Animated by @-TightSocks-

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Jeremy's jumpscare - Animated by @Radical_Rendy

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CODE OVERHAUL

Triple Js' code is currently undergoing a complete revising, trying to optimize it to the maximum of my Clickteam coding capabilities, making anyone with a low end computer able play the game at a full time 60 FPS.

I'm also trying to make the game non-frame dependent as much as possible, to avoid things such as the night getting longer or shorter depending on how many frames your game is running on, with the usage of deltatime (if you don't know what deltatime is, be free to watch this educational video: https://www.youtube.com/watch?v=rN1rS7nrN3E).

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REVAMPED CCTV

The CCTV UI has been COMPLETELY remade from the ground up, now mimicking a Windows 95-like look!

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Shaders for the camera system have also been improved, thank to @ower396 and @danoodle contribution! Making them much more appealing to the badly maintained feel I want to give to them.

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Being moved manually, each camera in the building will now save the exact position of itself when moved (just to add a little bit more chaos to the mix, the usual).


AI AND MECHANICS

Four out of all the basic mechanics for Triple Js' characters have been fully written down and have already been under some overview by some of my friends, which helped me polish them but also improving them, and making them all more fun to play with!

As a side note, Rendy/Actaeon's AI is currently being coded and tested, as it is one of the easier one so implement (supposedly).

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[little placeholder].


Finally ending the month's devlog, I am going to take a break for today...

Thank you all for sharing your time here with me but also for your incredible continued support!!!

Have a good one, folks!



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it smells like rancid dog down here.

Hi, sorry for the random inactivity, I'm focusing on irl issues and couldn't find the time to work on the game for a bit. Most progress is being done during the short windows of time I manage to stay alone with myself without any disruption/distractions.

THANK YOU ALL FOR 1K FOLLOWERS AND HAPPY 2025

This was probably one of the more requested and wished for features I've seen from the demo but now there's an Undo and Redo option in the game!

The Tiles and Objects have their own individual undo and redo lists.

Major reveal coming very soon...

Teaser Trailer out now!

Watch on Youtube for HD quality:

https://www.youtube.com/watch?v=hppJct7AmZM

Just making a quick update - I just made a new Twitter account, as I recently found out that my previous one had been ghost/shadow banned. If anybody is interested in supporting me there, it'll be greatly appreciated, thx you :3 https://x.com/rad_rendy

[SHORT DEVLOG] - Triple Js' 360° office gameplay showcase

Gangster Chica

Just a small update to announce the discontinuation of the Mac port for Triple Js. Development is getting so complicated that, honestly, it's not worth loosing any more of my brain cells over it.

Sorry Apple users.