Warning: If you have epilepsy, please use the console and disable the Gunfire Fx! If it has a check mark, that means that it is enabled. A red X means that it is off. As for the flashbang, that's your own fault. You don't have to throw it. To change your load out, click on either side of the weapon icons to see the next weapon or the previous weapon. Press Space to Play after choosing your loadout. Controls: LMB: Fire Space: Sprint R: Reload 1, 2, and 3: Weapons 4 and 5: Weapon specials X: Conceal I: Stim U: Bandage O: Suture P: Blood Bag K: Armor Plates J: Debug Menu/Cheats C: Inventory Z: Move rooms V: Usable slot T: Unload B: Unjam/Fan Revolver Y: Clean (Assault Rifle Only currently) F: Flashlight Y: Switch Flashlight Hand N: NVGs H: Console 9-0: Lights 6: Ammo Box L: Lock Camera Controls (Advanced explanations): LMB: Fire/Attack (Can't fire when empty) (Melees do less damage the less stamina you have, and attack slower.) Space: Sprint (Consumes stamina. A bar will appear at 90% max stamina and below, when the console isn't in use, showing your current stamina) R: Reload (Some empty reloads take longer than partial reloads, and pressing R twice will activate the slow reload, sparing unused ammo, but slowing down the animation) 12345: Weapons (4-5 are only used if the weapon equipped has a secondary option) X - Conceal (No stealth features implemented because the game is unfinished, so this doesn't do anything) I - Use stim (Gives a stamina and health boost) U - Bandage (Regenerates health overtime. Health regenerates on its own at a very, very slow rate. Also stops bleeding. If your bleed levels are above 0.1 you will not regenerate health. Each bandage lowers bleeding by 0.5.) O - Suture (Recovers Max health, which depletes when you take damage, but with a fraction of the damage which contributes fully to your standard health. Trauma damage recovers much slower than health.) Lighting: Flashlight: F (lights must be off, otherwise it won't do anything) Flashlight Mode: G (Toggle flashlight mode, regular, high power, and standby. You need to conceal the flashlight to charge it, so using standby does not charge the battery.) Nightvision: N (Consumes a lot of battery) Lights: 9-0 (9 is off, 0 is on) M - check mag (Weapons above 7 rounds give you a rough estimation of how much is left) T - Empty Mag (Revolver and Assault rifle only) C - Inventory B - Chamber round or unjam (Only with supported weapons) Incase your weapon gets jammed, you can unjam it, or fan (revolver only, makes weapon shoot faster at the cost of accuracy) Y - Clean (Assault rifle has durability, and jamming, which is more likely to happen the lower your durability. Shooting it will lower the durability. Cleaning will take longer the less durability you have.) Q - Spin Chamber (Revolver Only) Usables - V (Holding the button will keep the usable in your hand. Don't hold grenades or flashbangs for too long or it will explode in your hand!) K - Armor plates (Hold to use, release to stop) Your armor decreases damage done to your health significantly, and each armor plate replenishes 25 armor. Armor does not replenish on its own. H - Console (Use to see your health, stamina, trauma, temporary health, blood, and armor. You become Unfocused when using the console, and thus your vision cone shrinks. Currently your vision cone barely affects gameplay, since it only hides enemies in pure darkness.) To inspect your blood levels, use your console and move your mouse toward the bottom right corner of the screen. It will display your blood levels. The less blood you have, the worse your stats are. (More debuffs may be added soon.) Blood loss is caused by damage or bleeding, which is caused by having a bleed level of at least one. (which is increased by damage and armor keeps you from gaining bleed from damage.) If your blood levels are too low, you may start to die. Press and hold P to use a blood bag, which will take a very long time, but can fully replenish blood. You can move your mouse away to hide it. Make sure to replenish it, because at 50% blood you will start losing blood. Keep your blood above 10% or you will die! Your stamina is dependent on your health and blood. 25 base stamina + ([full + temporary health] / 2) + (blood / 4) Lastly, Press J to toggle the debug menu. You can change your stats to whatever you'd like, and see the room you're in. (Room changer doesn't work) Ammo: Assault Rifle: 30+1 (5.56) Grenade Launcher: 1 (Explosive Rounds) Dual Pistols: Temporarily Unavailable DB: 2 (12 Gauge) Pistol 7+1 (.45 ACP) Revolver: 6 (.357 Magnum) Shotgun: 6+1 (12 Gauge) Melees: INF (Player Stamina)
I started this game because I wanted to make a stealth game with a tad bit more strategy and difficulty in this quite limited engine. But that's the issue, the engine is too tedious to work with, and is missing some key elements that make the game almost impossible to make. 1. The room system is broken and I have no clue how to fix it. 2. Broken NPC AI (I didn't even wanna try to fix them, they're not supposed to show the vision cone, but for some reason that script refuses to work for me.) 3. There's almost no way I can make the NPCs interact properly with the environment in a reasonable amount of time and in a detailed manner. There are engines that definitely could do that, and it would probably be easier to do on those engines instead. 4. I ran outta motivation. Because of this, I only work on this game in my freetime, to add tiny features to the game. If you wanna remix it and try to finish it yourself, good luck looking through all the code because I didn't organize any of it. I'm not "Scrapping" the project, but I'm not going to be working on it on Scratch. (Assuming I continue it) If you ever see this game again, it's likely going to be made on another engine. Unless Scratch becomes a REALLY GOOD game engine, but like, come on. This is scratch. That's never happening. Recent additions: Obstacles and player hitboxes have been added. Now you can't move the player inside of anything within the "room hitbox" sprite. Currently though it is quite unpolished, so the best hitboxes would be square objects. Crosshair has been added. It will turn red when it is touching any "hostile" (sprites that are registered as such) and change in size and opacity based on accuracy. Grenades do damage to enemies now, but are bugged, so look at the enemy if you wish for them to take damage. The rifle has been given a jamming feature. The more the gun is used, the more durability is worn away, and the more likely jams are to occur. Clean it by pressing Y, which plays a cleaning animation. This animation takes longer if you have a lower durability. The revolver will probably not get a durability system, since it does not use magazines or eject rounds when firing. Instead it will be based upon a different variable, that drains much slower, but under a certain threshold causes the gun to malfunction or break. This will not be able to be repaired with a cleaning kit. Sounds have not yet been implemented to unjamming and cleaning. Planned features: - Enemies can't be seen if not within the vision cone (Works in the black out environments but not with the other vision cones, since when the lights are out it is pitch black) - NPCs run away from hazards or hide when a gun is pointed at them - Cotton instead of blood for dummy (Cotton flies out of the dummy when it is shot) - Use left hand checker for weapon interaction, to fix all visual bugs with the left hand (and gameplay bugs, like switching weapons while using your left hand, or reloading a weapon you are not holding) - Settings menu - Try to fix the room system - Figure out whats wrong with the dual pistol's mags, and implement the new ammunition system - Radial menu for first aid and other actions - Weapon Jamming - Start making new weapons once the weapon features are finished - Viewmodel Lag on front layer walls NOTICE: I am working on a new first aid system, and this instance of the game will stop being updated. Instead it will be kept as an archive of before the update. The new update will have a new link, which will be put below when it is ready.