- No name screen, since it’s not really needed (Or could it be used for something else?)
- Secret system, like the Oracle games:
-
e.x.: A9[square][character face]
-
represented in code as:
- Variable: secret_symb1; A-Z = 1-26
- Variable: secret_symb2; 0-9
- Variable: secret_symb3; [circle], [line], [triangle], [square], […] = # representing amount of lines
- Variable: secret_symb4; [character face] = # assigned to that face
Example in code:
- func secret_check():
- IF secret_symb1= [specific #]
- IF secret_symb2= [specific #]
- IF secret_symb3= [specific #]
- IF secret_symb4= [specific #]
- IF [example]_secret = true
- Do whatever the secret is supposed to do
- ELSE pass
-
Message appears randomly after RESETs
- “Do you have a secret to tell…?”
- Yes/No
- Obvious which one takes you to a screen to enter it and which just takes you to the game
-
You find them hidden in places, which activates them for use:
- [example]_secret = true
- If this wasn’t implemented, people would just try to brute force them, a similar safeguard was put in the Orcale games if you reverted a save where you remember the secret but hadn’t talked to the NPC who gives it to you yet
- Will have game save that it’s active after seeing it though since that was kind of annoying to lose progress and not be able to use the secret
- Puppy might tell you few on certain endings
- Example dialogue:
- “Let me tell you a secret”
“…”
“[Secret]”
“Haha… Not like you’d know what to do with that anyway…”
- "You know, when I first fell into the Underground, I was about your age? ...At least, I think so? I honestly can't tell, haha. You could be a little old elder and I'd never know."
- Thog as an alter ego name for Pigfguu
Stealing some stuff from the old HorrorMix/Story planning sessions:
- Evil/Horror something: Lucky holding Pig back by a rope, or Pigfguu leading Lucky around by rope (possibly after a magic overload ending where his eyes are melted or something)
- can't think clearly, so roaming around
- Pig: Fts and screw you all, I have my brother, and we're going to survive the apocalypse
kills Lucky
Pig: ...
Pig: internal screaming and rage
???: Hmm, what a shame, your brother no longer exists
- Found Lucky’s old backstory:
Long ago, there was a time where Humans and Monsters lived in peace. Humans, fearing the Monsters, started war and Mages sealed them underground. Humans started to fear these Mages and casted them away from civilization. Over the course of 400(?) years, many children have fallen underground, some childrens souls being shattered before being collected and others were taken by King Drzalor himself. Recently the Mages hideout was attacked and trying to flee, one boy crossed the barrier out of desperation. And soon after...I fell :T
- Incorporate Eating on the Run as a minigame?
- Battle opening and during battle dialogue variable randi-range 1-100 for % chance
- Group has low chance of opening with “It’s an ambush!” (1% same type enemies group fight, 5% various enemies group fight)
- You're surrounded!
- (Same type enemy name)s approach!
- (Single enemy) approaches!
- (Enemy) is staring off into space.
- (Enemy) is excited to show off their bullet pattern!
- (Enemy) is sizing you up. (DQ reference)
- Gives possiblity of up to 100 unique openings and battle flavor text, though obviously not going to make that many
- Variable for different battle configs; Solo, Groups of same or different enemy types, etc
- IDs for enemies in fights, also used to call upon the appropriate check
- Turn # variable and separate Attack Turn # variable