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CITD 0.3a Patch Notes + Download

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Aug 6th, 2015
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  1. I'm finally back with another update! This on is big, so let's jump right into it!
  2.  
  3. (For anyone who is just here for the downloads, and doesn't care about changes/bugfixes, the downloads are at the bottom.)
  4.  
  5. ***
  6.  
  7. ***Features:***
  8.  
  9. ***
  10.  
  11. **Formatting Changes**
  12.  
  13. The game will clear the console screen right before any new things happen, to keep clutter down. The game's text looks better now, and doesn't take up all of you screen.
  14.  
  15. A (rather intended, if only to make the game harder) side effect is that you can't scroll back up in the console to check your previous commands. This was done to force the player to rely upon the notes left in previous lives, and a new feature, which I'll talk about in a bit...
  16.  
  17. Pretty much every text slide also got some changes, just to make everything look nice.
  18.  
  19. ***
  20.  
  21. **Internal Changes**
  22.  
  23. There were so many internal changes I can't even. In 0.2a, the game was around 1100 lines of code. In this update, I shrunk it down to 750, and then added new stuff, bringing the new total to 1120. Quite a few menus are more efficient now, as well.
  24.  
  25. ***
  26.  
  27. **Foresight and Farsight/Codes System**
  28.  
  29. Some changes were made to foresight and farsight, mainly changes to accommodate the new Codes System.
  30.  
  31. The Codes System (which can be turned off in the options to make the game incredibly harder) is a new system that automatically records all of the foresight and farsight codes that you've encountered.
  32.  
  33. These codes can be accessed later via the new 'codes' option in the main game loop, along with the intersection you found the code on. Trust me, the intersection found on is important.
  34.  
  35. You'll have to find the thing that allows you to use the Codes System first, though. (HINT: Use 'look'. Like, a lot)
  36.  
  37. Also, I guess I should explain a bit about foresight and farsight.
  38.  
  39. There is only one instance of foresight, which is this code:
  40.  
  41. You hear a quiet humming noise.
  42.  
  43. There are three instances of farsight, which are these:
  44.  
  45. There is a code crudely scratched into the wall. It reads "Ml vhxzkv"
  46.  
  47. There is a code crudely scratched into the wall. It reads "Efufs"
  48.  
  49. There is a code crudely scratched into the wall. It reads "Vfxorw"
  50.  
  51. The only thing I can tell you about how they work is this:
  52.  
  53. Foresight = +1.
  54.  
  55. Farsight = +5.
  56.  
  57. I'll see if you can figure out the rest.
  58.  
  59. ***
  60.  
  61. **Scenarios**
  62.  
  63. I added some more scenarios to give the game some variety. The most notable are the two new intersection scenarios.
  64.  
  65. These intersection scenarios are rare, one only having a 1/20 chance of happening, and the other with a 1/6.667 chance of happening.
  66.  
  67. These are more useful than you'd think. The one with a 1/20 chance of spawning has a 100% chance of telling you the correct path. The other has a 1/3 chance of telling you. This was done to balance the chances.
  68.  
  69. 6.667 x 3 = 20, and 1/3 x 3 = 1, so the chances of getting told the correct path is the same both ways.
  70.  
  71. ***
  72.  
  73. **Quit Function**
  74.  
  75. I added a quit function to the main menu. Why? No one knows. it's just there in case anyone wants it.
  76.  
  77. ***
  78.  
  79. ***Bug Fixes:***
  80.  
  81. ***
  82.  
  83. **Bug 03a-1:** Upon activating the easter egg ending, the game would put the player back into the main game loop. **STATUS: FIXED**
  84.  
  85. ***
  86.  
  87. **Bug 03a-2:** Upon starting a new life, the intro would still display that the player is reading from the sketchpad. This was more of an oversight than anything. **STATUS: FIXED**
  88.  
  89. ***
  90.  
  91. **Bug 03a-3:** Fixed 41 Formatting issues. This is separate from the formatting changes above, because these issues impacted gameplay in a negative way, while the above changes didn't. **STATUS: FIXED**
  92.  
  93. ***
  94.  
  95. **Bug 03a-4:** When the user would input 'go' without a direction, the game would do strange things, sometimes even crashing. **STATUS: FIXED**
  96.  
  97. ***
  98.  
  99. **Bug 03a-5:** Upon entering a direction other than 'left', 'right', or 'forward', the game would enter an infinite loop. **STATUS: FIXED**
  100.  
  101. ***
  102.  
  103. **Bug 03a-6:** 11 typos. Not really a bug, but worth mentioning. **STATUS: FIXED**
  104.  
  105.  
  106. ***
  107. ***Arena/Story/WhateverItIs Mode:***
  108. ***
  109.  
  110. I'm working on it. IPostAtMidnight and I are PM'ing back and forth about story stuff. It won't be done for a while, it's just really not my focus. I've probably done about 60 lines of code on it, and that's just the main menu. It's just not my priority not right, I'm sorry,
  111.  
  112. Expect a demo version before 2016, though.
  113.  
  114. ***
  115.  
  116. ***Download Links:***
  117.  
  118. ***
  119.  
  120. Game (.exe file) - http://www.mediafire.com/download/t36tqxrpipnxo1p/CrumbsInTheDark+0.3a.exe
  121.  
  122. Source Code (.cpp file) - http://www.mediafire.com/view/3wc2e6l6ck4bb3y/Source.cpp
  123.  
  124. ***
  125.  
  126. Thanks, guys, and remember to tell me what you think of the new update, and to tell me about any bugs you find!
  127.  
  128. ***- TheEliptarian (GameDev)***
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