HOW TO PLAY ============ Click on the doors to move to different screens. Click on items to collect them. Click on an item in your inventory to select/unselect it. With an item selected, clicking on certain object will use the item. Hovering over certain objects will show some text. On mobile, replace clicking/hovering with tapping. OBJECTIVE ========== Solve the small puzzle and reach the room with "THE END" written in it, then press the button on the center of the screen.
NOTES ====== Alrighty! I started work on this one right after the 2 previous prototypes, but got hyperfixated on something else. Not to worry, it's done now! (Originally this was just for creating entities, but I got a little carried away XD) Also, there's a LOT to talk about, hence why this is split into several topics. NEW AND IMPROVED! ================== The Entity system replaces the old Object system. The name change is mostly because "object" was a confusing name when explaining to other people. (Also people could confuse it with Object-Oriented Programming) There could only be one object per coord which, while it enforced good design, was becoming more and more of a limitation in the later development of STER 1. Entities amend that by using a clone for each entity in the current coord! MERGED SYSTEMS ================ Item pickups and hoverable messages were also their own "things" (World Items & Trigger//Msg), but these were merged into entities, as they shared a lot of functionality. NEW TEXT WRITER ================ The old text writer (Mngr//Notifications) has been recreated into Manager//Text Display! It now supports having multiple pieces of text at the same time! (although they would overlap) This makes the logic of "displaying new text while old text is still fading" a lot simpler. The font itself (Rough Draft) was also re-imported. Previously, they were just centered, but this created issues, as the tops and bottoms weren't the same for each glyph. Now, they're still centered horizontally, but their baselines are properly aligned, which should make the text look nicer. You'll never look at the old text system the same way again! INTERNAL CHANGES ================= Here's a neat change: There's a couple of sprites who's names start with "Manager//". Their costumes all followed a specific pattern, (little modules that "connected" to each other from left to right.) but they've changed! Not to worry, they still follow the pattern! It's just that the pattern itself has been streamlined and now looks nicer. FINAL THOUGHTS =============== With this, I should have most of the tools I need to actually restart development on STER 2. Exciting! I still can't give you an ETA for the game, sorry. BUT! When I do! There will be a trailer for it !! CHANGELOG =========== Follows semantic versioning: https://semver.org - 1.0.2 : : Reversed an internal change from before version 1.0.1. - 1.0.1 : : Text Display fix. See my comment labeled "UPDATE 1.1.0". (it's mislabeled, I know) - 1.0.0 : : Initial Release. As of development, there's at least one known glitch. I'll fix it soon, but I really wanted to just get this out already! CREDITS ======== - Sound effects ripped from various Submachine games. - Submachine by Mateusz Skutnik: https://www.mateuszskutnik.com - Music by The Thumpmonks: https://www.youtube.com/ (see the music section below) - Rough Draft font (used in Text Display) ©2002 Harold Lohner MUSIC ====== - Bonus - Submachine 4 - Title - Submachine 7 - The Bay - Submachine 8