Sheamkennedy and I have been working on a game for about 3 months. It's working title is Void Crypt and it is set in Egyptian-themed futuristic dark age.
For crimes against the despotic Pharaoh, you have been banished to horrible dungeon. Now you need to escape by fighting monsters and solving puzzles.
The first third of the game is currently in a playable state. I wanted to recruit a couple of testers to try the game out and let me know what works and what doesn't.
It should take about an hour to complete. Here are a couple of screenshots. PM me and I'll provide you a link to the game file and some instructions.
If you could make a video of your play through for me to watch, that would be AWESOME!
I know I can expect great things from a Willy Electrix and sheamkennedy team-up. Although only an hour, I think I'll pass on playtesting since I did promise to finish playing and reviewing all these HotOHR games, and I assume you won't have trouble finding playtesters (correct me if wrong).
I can commit an hour or so to playtesting. Game looks really interesting. If you want to PM me the instructions I can try to get to it in the next day or two.
Check out Red Triangle Games!
Check out Red Triangle Games!
Got it downloaded, I'll message you my notes hopefully before the weekend. I'm looking forward to this. Sounds like a really creative and fun project!
Check out Red Triangle Games!
Check out Red Triangle Games!
Oh boy. I took notes while playing, and uh... it became kind of verbose. Even moreso when I went through and made sentence fragments into actual sentences. But I hope this helps you two out, I liked this game and I'd like to see it improve:
Loving Shea's art style and the way that Willy's propensity for pixel spotting minutiae is preserved even though he's not the one drawing the pixels this time around. Monster sprites are excellent, though some NPCs like the hyena woman and the slave could use more definition.
I thoroughly enjoyed the environment interaction style of gameplay. I feel that Willy's so good at this type of gameplay that I have very little to say about it except that it's good and I really like it. I don't feel like I have much input as far as writing, map design or field scenarios because in my eyes, it was all pulled off wonderfully.
However, there's a real RPG battle system this time around. These additional RPG mechanics do have a lot of room for improvement. If improved, they could add a lot to Willy Elektrix's already great explore-and-collect gameplay formula, but right now they feel extremely rough and in need of tweaking before they add to the experience instead of subtracting.
Starting out with field/out-of-battle stuff:
Encounter rate in starting room seems a tad too high, and running into enemies just walking between the save point and the vending machine feels off. Maybe reduce or remove encounters on the bottom section of this map.
The microbots danger tile room was decent, but it seemed out of place being the very first room you explore outside of the starting room. I'd expect to run into a room like this at least 3-4 rooms in, it might be better to have a less complicated and walking-on-eggshells experience for a new player who's just a minute into the game.
Wits reducing prices for the mid-dungeon merchant and not the vending machine in the starting room felt inconsistent. I know logically it's the difference between buying something from a machine or a person, and you could use wits to pressure a person more than you could a machine. But still, from a gameplay standpoint, I felt it was kind of nonsensical.
The flashing lights effect in the laboratory was, to be frank, bad. It almost immediately gave me eyestrain, and could even be dangerous for epileptics. Yikes. I recommend making it flash between very dark/barely visible and dimly visible -- instead of pure black to fully lit. It would be less extreme transition-wise while still successfully impairing the player's map vision in accordance with the situation. It would need more work as far as palette or map layer tweaking, but I think this room feature either needs significant improvement or you should cut it altogether.
I liked the fact that you could open up alternate paths to the starting room from deeper into the dungeon, but needing VERY high stats to make either of the two work is a huge bummer...
On the subject of stats, here is probably my biggest gameplay mechanic gripe with Void Crypt:
Picking a class will skew stats that are required to get through certain parts of the game, requiring a lot of grinding to buff up other stats just to get through everything. You can buy stats, yes, but they're expensive. Making buyable stat bonuses more expensive but having more consistent and frequent after-battle and puzzle completion stat gains could improve the situation greatly and make success in battles and puzzles feel more rewarding.
My personal experience: I picked Scribe and I've failed every single field obstacle that requires Brawn. I will need to grind up Brawn for a long time to get through things, and by the time I do that, my stats are no longer specialized to my low-Brawn class... what was the point of having classes, then?
Having multiple ways to get through some puzzles/obstacles based on stats was a great idea, it would be nice if there was more of that in the game. Also, the way that field and battle stats are completely separate feels like a wasted opportunity, and it comes off as disjointed – like the field exploration and RPG battles are too separate from one another.
On to battle stuff:
Monster rewards felt overly random; you could kill a weak enemy and get nearly 100 Deben or kill a relatively tough one and get 2 Deben. Or the other way around. Way too random. Battle rewards, or even percentages of potential rewards, should be in line with how tough an encounter is.
Encounter rate for weak enemies that give no rewards should be greatly reduced, or make flee or annihilate near 100% success rate. It's tedious grinding through enemies that die in one hit. Actually, some of the enemies deemed too weak to grant rewards take 1-2 hits, depending on RNG... meanwhile, enemies that are deemed strong enough to still grant rewards also still take 1-2 hits. Very inconsistent. Whatever system is in place to compare monster strength to current player strength might need numbers tweaking.
On that note, all random enemies die in 1-2 hits across the board, no matter the power level of your character at any point in the game. If you get strong enough some enemies will consistently die in 1 hit... but that's all. If the fight/flee system was leaning more towards “you can run from most battles if you want to” rather than the current “good luck running from anything that isn't a Sun Crow” then you could have tough enemies that take 3-5 hits on average to slay, and the player could make decisions on if they feel they can take a particular enemy on. In any case, I think that more enemy strength variety would be good.
The low health pool and riskiness of RNG damage output presents a good amount of tension in battles - do you risk death by attempting another attack or play it safe and use a Drug when you're still at mid health? Definitely preserve this element of tension, it's great.
Some sort of variety in attacks feels needed. You mostly just mash Spacebar and the only attack all enemies have is "do some damage". Variety in attack captions is fabulous, however. Having a written description of how each enemy attacks you makes it feel more threatening and dire. Combine that attack caption variety with a variety of attack strengths or effects and you'd be golden. Personally, the feeling I got while playing is that stat buff/debuff moves would bring much needed depth to the battle system. Give it a try, perhaps.
Battles feel very predictable in terms of lack of variation in attack sequence order (Sun Crows and Serpopards always go first, Apeps and Scribes always go after you, etc.) This is a good argument for finding a way to bridge the gap between the 3 field stats and the 3 battle stats. Agility should affect your battle speed, certainly, and Brawn and Wits could be incorporated in other ways, I'm certain. Perhaps Wits could make using a Weapon more effective.
Speaking of which, 'Weapon' seems really ineffective and barely does more total damage than a regular attack... and seems to be less total damage than a VITAL HIT from a regular attack. Should tweak the damage math so it's more in line with what attacking 3 times in one turn but using up a limited item should feel like. In other words, it should feel impactful. But perhaps it could be much more costly and rare.
And finally: Serket. Oh boy, Serket. She does insane damage, and based on previous encounters I had no idea I would need to raise Life and Defense to the degree that's required to deal with her. This takes a LOT of grinding to make up for.
I feel that even getting to Serket should have required more prior challenges that would test the player character's ability to take punishment. Aside from the hyena lady (who hit hard but actually had very little health), the only battle prowess the player needs is what it takes to grind through a bunch of mooks, occasionally using Drugs to heal up. My game timer is at 2 1/2 hours, I've done everything there is to do that doesn't require Brawn, and I still can't even make a real attempt to beat Serket. Kind of ridiculous. Her attacks should be toned down and perhaps she can be given more tankiness to compensate.
Here's some broken wallmaps I've found:
Loving Shea's art style and the way that Willy's propensity for pixel spotting minutiae is preserved even though he's not the one drawing the pixels this time around. Monster sprites are excellent, though some NPCs like the hyena woman and the slave could use more definition.
I thoroughly enjoyed the environment interaction style of gameplay. I feel that Willy's so good at this type of gameplay that I have very little to say about it except that it's good and I really like it. I don't feel like I have much input as far as writing, map design or field scenarios because in my eyes, it was all pulled off wonderfully.
However, there's a real RPG battle system this time around. These additional RPG mechanics do have a lot of room for improvement. If improved, they could add a lot to Willy Elektrix's already great explore-and-collect gameplay formula, but right now they feel extremely rough and in need of tweaking before they add to the experience instead of subtracting.
Starting out with field/out-of-battle stuff:
Encounter rate in starting room seems a tad too high, and running into enemies just walking between the save point and the vending machine feels off. Maybe reduce or remove encounters on the bottom section of this map.
The microbots danger tile room was decent, but it seemed out of place being the very first room you explore outside of the starting room. I'd expect to run into a room like this at least 3-4 rooms in, it might be better to have a less complicated and walking-on-eggshells experience for a new player who's just a minute into the game.
Wits reducing prices for the mid-dungeon merchant and not the vending machine in the starting room felt inconsistent. I know logically it's the difference between buying something from a machine or a person, and you could use wits to pressure a person more than you could a machine. But still, from a gameplay standpoint, I felt it was kind of nonsensical.
The flashing lights effect in the laboratory was, to be frank, bad. It almost immediately gave me eyestrain, and could even be dangerous for epileptics. Yikes. I recommend making it flash between very dark/barely visible and dimly visible -- instead of pure black to fully lit. It would be less extreme transition-wise while still successfully impairing the player's map vision in accordance with the situation. It would need more work as far as palette or map layer tweaking, but I think this room feature either needs significant improvement or you should cut it altogether.
I liked the fact that you could open up alternate paths to the starting room from deeper into the dungeon, but needing VERY high stats to make either of the two work is a huge bummer...
On the subject of stats, here is probably my biggest gameplay mechanic gripe with Void Crypt:
Picking a class will skew stats that are required to get through certain parts of the game, requiring a lot of grinding to buff up other stats just to get through everything. You can buy stats, yes, but they're expensive. Making buyable stat bonuses more expensive but having more consistent and frequent after-battle and puzzle completion stat gains could improve the situation greatly and make success in battles and puzzles feel more rewarding.
My personal experience: I picked Scribe and I've failed every single field obstacle that requires Brawn. I will need to grind up Brawn for a long time to get through things, and by the time I do that, my stats are no longer specialized to my low-Brawn class... what was the point of having classes, then?
Having multiple ways to get through some puzzles/obstacles based on stats was a great idea, it would be nice if there was more of that in the game. Also, the way that field and battle stats are completely separate feels like a wasted opportunity, and it comes off as disjointed – like the field exploration and RPG battles are too separate from one another.
On to battle stuff:
Monster rewards felt overly random; you could kill a weak enemy and get nearly 100 Deben or kill a relatively tough one and get 2 Deben. Or the other way around. Way too random. Battle rewards, or even percentages of potential rewards, should be in line with how tough an encounter is.
Encounter rate for weak enemies that give no rewards should be greatly reduced, or make flee or annihilate near 100% success rate. It's tedious grinding through enemies that die in one hit. Actually, some of the enemies deemed too weak to grant rewards take 1-2 hits, depending on RNG... meanwhile, enemies that are deemed strong enough to still grant rewards also still take 1-2 hits. Very inconsistent. Whatever system is in place to compare monster strength to current player strength might need numbers tweaking.
On that note, all random enemies die in 1-2 hits across the board, no matter the power level of your character at any point in the game. If you get strong enough some enemies will consistently die in 1 hit... but that's all. If the fight/flee system was leaning more towards “you can run from most battles if you want to” rather than the current “good luck running from anything that isn't a Sun Crow” then you could have tough enemies that take 3-5 hits on average to slay, and the player could make decisions on if they feel they can take a particular enemy on. In any case, I think that more enemy strength variety would be good.
The low health pool and riskiness of RNG damage output presents a good amount of tension in battles - do you risk death by attempting another attack or play it safe and use a Drug when you're still at mid health? Definitely preserve this element of tension, it's great.
Some sort of variety in attacks feels needed. You mostly just mash Spacebar and the only attack all enemies have is "do some damage". Variety in attack captions is fabulous, however. Having a written description of how each enemy attacks you makes it feel more threatening and dire. Combine that attack caption variety with a variety of attack strengths or effects and you'd be golden. Personally, the feeling I got while playing is that stat buff/debuff moves would bring much needed depth to the battle system. Give it a try, perhaps.
Battles feel very predictable in terms of lack of variation in attack sequence order (Sun Crows and Serpopards always go first, Apeps and Scribes always go after you, etc.) This is a good argument for finding a way to bridge the gap between the 3 field stats and the 3 battle stats. Agility should affect your battle speed, certainly, and Brawn and Wits could be incorporated in other ways, I'm certain. Perhaps Wits could make using a Weapon more effective.
Speaking of which, 'Weapon' seems really ineffective and barely does more total damage than a regular attack... and seems to be less total damage than a VITAL HIT from a regular attack. Should tweak the damage math so it's more in line with what attacking 3 times in one turn but using up a limited item should feel like. In other words, it should feel impactful. But perhaps it could be much more costly and rare.
And finally: Serket. Oh boy, Serket. She does insane damage, and based on previous encounters I had no idea I would need to raise Life and Defense to the degree that's required to deal with her. This takes a LOT of grinding to make up for.
I feel that even getting to Serket should have required more prior challenges that would test the player character's ability to take punishment. Aside from the hyena lady (who hit hard but actually had very little health), the only battle prowess the player needs is what it takes to grind through a bunch of mooks, occasionally using Drugs to heal up. My game timer is at 2 1/2 hours, I've done everything there is to do that doesn't require Brawn, and I still can't even make a real attempt to beat Serket. Kind of ridiculous. Her attacks should be toned down and perhaps she can be given more tankiness to compensate.
Here's some broken wallmaps I've found:
Thanks for taking the time to play the game and write such extensive comments. The feedback I've gotten from you and the other testers has been AWESOME! I owe you guys. Let me know if you need any help testing your own games.
Some of the problems you mention I'm not sure how to solve. Hopefully the solution will come to me.
I have a question for you. Did you discover the hidden the switches in the 4 metal pillars in the third room? They let you open all those doors and energy fields without having to bash them down. I only ask because I don't think anyone else did and I might need to make the puzzle more obvious.
Good idea. Will do.
Let me think about this. Due to the layout of the dungeon, I cannot add an extra room. But the position of this room could be swapped with another similar one.
Also in the room with the merchant is a bowl that refills with money after a certain number of steps. Both are sort of a bonus since you have to talk past this room quite a few times sometimes.
I'm not in love with the flashing light either. How exactly would I implement your idea?
The reason for this is so the player does not encounter too tough creatures until later. However, the skill target numbers could be a little lower.
Another solution, which I'm toying with, is increasing the rewards from chests. This could be combined with more frequent stat increases.
I think having multiple solutions to each puzzle is the way to solve the problem of the differing stats per class. I tried to implement a lot of that, but perhaps not enough.
The idea of having the dungeon and battle stats be entirely separate is to keep them well-defined. There should be very little question what each of the stats does. For now, they will stay like this.
You might be right. The solution to this is not immediately apparent right now. Currently, the game adds all 6 of your combat and dungeon stats and averages them. If the average is above a certain number, then you don't get experience for that level of enemy.
Making the annihilation chance 100% is a good idea.
My intention was to have all the battles end in 1 or 2 hits. It actually took a lot of balancing to make that work. Combat is meant to be very simple and very fast. I'm not quite sure how to respond to this since it was such a deliberate design decision. Let me think about it.
Maybe the bosses could have some more variety, however I do not plan to add different attacks to the normal monsters.
I'm hesitant to make the dungeon stats interfere with battle. But you are right, the battles are quite predictable. I added the critical hits as a way to make them slightly more random.
I'm not sure if this is actually a problem, nor am I sure the right way to fix it right now. Maybe the answer will come to me.
Weapon strikes 3x. Vital hit strikes 2x. I worried that weapons were too powerful since they crush bosses pretty well. They might seem weak if your attack is really low since their damage is based on your attack stat.
Hmm. Something weird is going on. She really isn't that tough. Her stats are Life 16 Attack 16 Defense 16. If you have decent attack (maybe 15), you can take her out pretty fast with a weapon.
Maybe I could reduce her attack, but raise her life though.
Some of the problems you mention I'm not sure how to solve. Hopefully the solution will come to me.
I have a question for you. Did you discover the hidden the switches in the 4 metal pillars in the third room? They let you open all those doors and energy fields without having to bash them down. I only ask because I don't think anyone else did and I might need to make the puzzle more obvious.
Foxley wrote:
Encounter rate in starting room seems a tad too high, and running into enemies just walking between the save point and the vending machine feels off. Maybe reduce or remove encounters on the bottom section of this map.
Good idea. Will do.
Foxley wrote:
The microbots danger tile room was decent, but it seemed out of place being the very first room you explore outside of the starting room. I'd expect to run into a room like this at least 3-4 rooms in, it might be better to have a less complicated and walking-on-eggshells experience for a new player who's just a minute into the game.
Let me think about this. Due to the layout of the dungeon, I cannot add an extra room. But the position of this room could be swapped with another similar one.
Foxley wrote:
Wits reducing prices for the mid-dungeon merchant and not the vending machine in the starting room felt inconsistent. I know logically it's the difference between buying something from a machine or a person, and you could use wits to pressure a person more than you could a machine. But still, from a gameplay standpoint, I felt it was kind of nonsensical.
Also in the room with the merchant is a bowl that refills with money after a certain number of steps. Both are sort of a bonus since you have to talk past this room quite a few times sometimes.
Foxley wrote:
The flashing lights effect in the laboratory was, to be frank, bad. It almost immediately gave me eyestrain, and could even be dangerous for epileptics. Yikes. I recommend making it flash between very dark/barely visible and dimly visible -- instead of pure black to fully lit. It would be less extreme transition-wise while still successfully impairing the player's map vision in accordance with the situation. It would need more work as far as palette or map layer tweaking, but I think this room feature either needs significant improvement or you should cut it altogether.
I'm not in love with the flashing light either. How exactly would I implement your idea?
Foxley wrote:
I liked the fact that you could open up alternate paths to the starting room from deeper into the dungeon, but needing VERY high stats to make either of the two work is a huge bummer...
The reason for this is so the player does not encounter too tough creatures until later. However, the skill target numbers could be a little lower.
Foxley wrote:
Picking a class will skew stats that are required to get through certain parts of the game, requiring a lot of grinding to buff up other stats just to get through everything. You can buy stats, yes, but they're expensive. Making buyable stat bonuses more expensive but having more consistent and frequent after-battle and puzzle completion stat gains could improve the situation greatly and make success in battles and puzzles feel more rewarding.
Another solution, which I'm toying with, is increasing the rewards from chests. This could be combined with more frequent stat increases.
Foxley wrote:
My personal experience: I picked Scribe and I've failed every single field obstacle that requires Brawn. I will need to grind up Brawn for a long time to get through things, and by the time I do that, my stats are no longer specialized to my low-Brawn class... what was the point of having classes, then?
Having multiple ways to get through some puzzles/obstacles based on stats was a great idea, it would be nice if there was more of that in the game. Also, the way that field and battle stats are completely separate feels like a wasted opportunity, and it comes off as disjointed – like the field exploration and RPG battles are too separate from one another.
Having multiple ways to get through some puzzles/obstacles based on stats was a great idea, it would be nice if there was more of that in the game. Also, the way that field and battle stats are completely separate feels like a wasted opportunity, and it comes off as disjointed – like the field exploration and RPG battles are too separate from one another.
I think having multiple solutions to each puzzle is the way to solve the problem of the differing stats per class. I tried to implement a lot of that, but perhaps not enough.
The idea of having the dungeon and battle stats be entirely separate is to keep them well-defined. There should be very little question what each of the stats does. For now, they will stay like this.
Foxley wrote:
Monster rewards felt overly random; you could kill a weak enemy and get nearly 100 Deben or kill a relatively tough one and get 2 Deben. Or the other way around. Way too random. Battle rewards, or even percentages of potential rewards, should be in line with how tough an encounter is.
Encounter rate for weak enemies that give no rewards should be greatly reduced, or make flee or annihilate near 100% success rate. It's tedious grinding through enemies that die in one hit. Actually, some of the enemies deemed too weak to grant rewards take 1-2 hits, depending on RNG... meanwhile, enemies that are deemed strong enough to still grant rewards also still take 1-2 hits. Very inconsistent. Whatever system is in place to compare monster strength to current player strength might need numbers tweaking.
Encounter rate for weak enemies that give no rewards should be greatly reduced, or make flee or annihilate near 100% success rate. It's tedious grinding through enemies that die in one hit. Actually, some of the enemies deemed too weak to grant rewards take 1-2 hits, depending on RNG... meanwhile, enemies that are deemed strong enough to still grant rewards also still take 1-2 hits. Very inconsistent. Whatever system is in place to compare monster strength to current player strength might need numbers tweaking.
You might be right. The solution to this is not immediately apparent right now. Currently, the game adds all 6 of your combat and dungeon stats and averages them. If the average is above a certain number, then you don't get experience for that level of enemy.
Making the annihilation chance 100% is a good idea.
Foxley wrote:
On that note, all random enemies die in 1-2 hits across the board, no matter the power level of your character at any point in the game. If you get strong enough some enemies will consistently die in 1 hit... but that's all. If the fight/flee system was leaning more towards “you can run from most battles if you want to” rather than the current “good luck running from anything that isn't a Sun Crow” then you could have tough enemies that take 3-5 hits on average to slay, and the player could make decisions on if they feel they can take a particular enemy on. In any case, I think that more enemy strength variety would be good.
My intention was to have all the battles end in 1 or 2 hits. It actually took a lot of balancing to make that work. Combat is meant to be very simple and very fast. I'm not quite sure how to respond to this since it was such a deliberate design decision. Let me think about it.
Foxley wrote:
Some sort of variety in attacks feels needed. You mostly just mash Spacebar and the only attack all enemies have is "do some damage". Variety in attack captions is fabulous, however. Having a written description of how each enemy attacks you makes it feel more threatening and dire. Combine that attack caption variety with a variety of attack strengths or effects and you'd be golden. Personally, the feeling I got while playing is that stat buff/debuff moves would bring much needed depth to the battle system. Give it a try, perhaps.
Maybe the bosses could have some more variety, however I do not plan to add different attacks to the normal monsters.
Foxley wrote:
Battles feel very predictable in terms of lack of variation in attack sequence order (Sun Crows and Serpopards always go first, Apeps and Scribes always go after you, etc.) This is a good argument for finding a way to bridge the gap between the 3 field stats and the 3 battle stats. Agility should affect your battle speed, certainly, and Brawn and Wits could be incorporated in other ways, I'm certain. Perhaps Wits could make using a Weapon more effective.
I'm hesitant to make the dungeon stats interfere with battle. But you are right, the battles are quite predictable. I added the critical hits as a way to make them slightly more random.
I'm not sure if this is actually a problem, nor am I sure the right way to fix it right now. Maybe the answer will come to me.
Foxley wrote:
Speaking of which, 'Weapon' seems really ineffective and barely does more total damage than a regular attack... and seems to be less total damage than a VITAL HIT from a regular attack. Should tweak the damage math so it's more in line with what attacking 3 times in one turn but using up a limited item should feel like. In other words, it should feel impactful. But perhaps it could be much more costly and rare.
Weapon strikes 3x. Vital hit strikes 2x. I worried that weapons were too powerful since they crush bosses pretty well. They might seem weak if your attack is really low since their damage is based on your attack stat.
Foxley wrote:
And finally: Serket. Oh boy, Serket. She does insane damage, and based on previous encounters I had no idea I would need to raise Life and Defense to the degree that's required to deal with her. This takes a LOT of grinding to make up for.
I feel that even getting to Serket should have required more prior challenges that would test the player character's ability to take punishment. Aside from the hyena lady (who hit hard but actually had very little health), the only battle prowess the player needs is what it takes to grind through a bunch of mooks, occasionally using Drugs to heal up. My game timer is at 2 1/2 hours, I've done everything there is to do that doesn't require Brawn, and I still can't even make a real attempt to beat Serket. Kind of ridiculous. Her attacks should be toned down and perhaps she can be given more tankiness to compensate.
I feel that even getting to Serket should have required more prior challenges that would test the player character's ability to take punishment. Aside from the hyena lady (who hit hard but actually had very little health), the only battle prowess the player needs is what it takes to grind through a bunch of mooks, occasionally using Drugs to heal up. My game timer is at 2 1/2 hours, I've done everything there is to do that doesn't require Brawn, and I still can't even make a real attempt to beat Serket. Kind of ridiculous. Her attacks should be toned down and perhaps she can be given more tankiness to compensate.
Hmm. Something weird is going on. She really isn't that tough. Her stats are Life 16 Attack 16 Defense 16. If you have decent attack (maybe 15), you can take her out pretty fast with a weapon.
Maybe I could reduce her attack, but raise her life though.
@Willy: Hey regarding how to tweak the palette so the lab room doesn't have such a nasty strobe effect, I actually have a script made which tweaks the palette in a pulsing manner with adjustable speed and colour. I use this type of script for when a character is hallucinating and I want the colours of everything to start changing.
Here it is:
Once you have this timer in your script you will also have to create all the variables as global variables.
In your map autorun script you have to include:
set tag (17, on)
RGBConstraint := 100
Red0 := 0
Blue0 := 0
Green0 := 0
hallucinate0
For other non-colour-tweaking maps you will have to set tag (17, off) and reset palette to default.
To trigger this event to stop you will need to turn tag 17 off in the room, and have some way of keeping it off when entering again. In fact you're probably better off just taking this code and arranging it in such a way that works for you since it's original intention was not for what you are doing in your game.
One important thing to note: When setting how much the Red, Green, and Blue values increment and decrement, make sure the increment amount is equal to the decrement amount. Also make sure that your increment and decrement values are not set too high. If the sum of the increments or decrements exceeds 255 (which is the maximum colour range) then the colours will max out and cease to change. This is hard to explain, just try setting the numbers high and you'll see what I mean (the screen will all become one colour).
This code is a bit sloppy and may be implemented in a much slicker way. I just wrote it the way I could understand it but I think it could be majorly simplified.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Here it is:
Code:
script, hallucinate0, begin
If (check tag (17) == on) then(
#In map autorun the RGBConstraint is set to 100, thus the colour shifts as
#RGBConstraint shifts in a pulsing fashion.
If (RGBConstraint <95> 105) then(
set tag (16, off)
)
#These statements shift the RGB values up and down depending on the
#direction of the colour shift. This is currently setup so that the screen
#will shift based on the colour red in a very subtle manner. Make sure
#your increment values equal your decrement values for each colour!
If (check tag (16) == true) then(
increment (Red0, 2)
increment (Green0, 0)
increment (Blue0, 0)
increment (RGBConstraint, 1)
) else (
decrement (Red0, 2)
decrement (Green0, 0)
decrement (Blue0, 0)
decrement (RGBConstraint, 1)
)
reset palette
#This tweaks the palette to the Red, Green, and Blue values as they
#currently appear in the script above.
tweak palette (Red0, Green0, Blue0)
update palette
# This sets the speed at which the colour shift occurs, it is now set to 1 tick
# which is the least choppy option.
set timer(1, 0, 1, @hallucinate0, 0, (timerflag: menu))
)
end
script, hallucinate0, begin
If (check tag (17) == on) then(
#In map autorun the RGBConstraint is set to 100, thus the colour shifts as
#RGBConstraint shifts in a pulsing fashion.
If (RGBConstraint <95> 105) then(
set tag (16, off)
)
#These statements shift the RGB values up and down depending on the
#direction of the colour shift. This is currently setup so that the screen
#will shift based on the colour red in a very subtle manner. Make sure
#your increment values equal your decrement values for each colour!
If (check tag (16) == true) then(
increment (Red0, 2)
increment (Green0, 0)
increment (Blue0, 0)
increment (RGBConstraint, 1)
) else (
decrement (Red0, 2)
decrement (Green0, 0)
decrement (Blue0, 0)
decrement (RGBConstraint, 1)
)
reset palette
#This tweaks the palette to the Red, Green, and Blue values as they
#currently appear in the script above.
tweak palette (Red0, Green0, Blue0)
update palette
# This sets the speed at which the colour shift occurs, it is now set to 1 tick
# which is the least choppy option.
set timer(1, 0, 1, @hallucinate0, 0, (timerflag: menu))
)
end
Once you have this timer in your script you will also have to create all the variables as global variables.
In your map autorun script you have to include:
set tag (17, on)
RGBConstraint := 100
Red0 := 0
Blue0 := 0
Green0 := 0
hallucinate0
For other non-colour-tweaking maps you will have to set tag (17, off) and reset palette to default.
To trigger this event to stop you will need to turn tag 17 off in the room, and have some way of keeping it off when entering again. In fact you're probably better off just taking this code and arranging it in such a way that works for you since it's original intention was not for what you are doing in your game.
One important thing to note: When setting how much the Red, Green, and Blue values increment and decrement, make sure the increment amount is equal to the decrement amount. Also make sure that your increment and decrement values are not set too high. If the sum of the increments or decrements exceeds 255 (which is the maximum colour range) then the colours will max out and cease to change. This is hard to explain, just try setting the numbers high and you'll see what I mean (the screen will all become one colour).
This code is a bit sloppy and may be implemented in a much slicker way. I just wrote it the way I could understand it but I think it could be majorly simplified.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
sheamkennedy wrote:
@Willy: Hey regarding how to tweak the palette so the lab room doesn't have such a nasty strobe effect, I actually have a script made which tweaks the palette in a pulsing manner with adjustable speed and colour. I use this type of script for when a character is hallucinating and I want the colours of everything to start changing.
I'll try to make this work in a couple days. Thanks for the suggestion.
Willy Elektrix wrote:
Thanks for taking the time to play the game and write such extensive comments. The feedback I've gotten from you and the other testers has been AWESOME! I owe you guys. Let me know if you need any help testing your own games.
Let me know if you're serious about that for playtesting! Also, let me know when there's a new version for testing, I'd be happy to give feedback again!
Check out Red Triangle Games!
Also it doesn't matter this time around but next time feel free to comment on the graphics too. They are by no means finished but I'd like to be steered in the right direction.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases







