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-
Jack's jumpscare - Animated by @-TightSocks-
Jeremy's jumpscare - Animated by @Radical_Rendy
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).
REVAMPED CCTV
The CCTV UI has been COMPLETELY remade from the ground up, now mimicking a Windows 95-like look!
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.
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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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!!!
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