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#grey area
zombielesbean · 9 months
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My new game Grey Area is releasing on September 15th!!
Come check it out and wishlist it on Steam!
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da-mous · 7 months
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ok I lied about not showing off the new tech this is so fun oh my god
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cassiesdevblog · 8 months
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~Rumble~ in Grey Area
Hey rumblebees! I've got a gnarly headache today so I'm not working on Grey Area (it's painful to take a break but I gotta remind myself if I'm dying to do something I can still do it post-launch..!), but I at least wanted to write a quick, simple blog post about it!
SEPTEMBER 15TH BTW. 5 DAYS. WISHLIST NOW OR YOUR BODY WILL BECOME GREY
Early on in my involvement with Grey Area, I wrote a short, simple script to make controller rumble super extremely easy to implement:
setrumble(left,right)
All I have to do is write this line of code somewhere and input the desired value for the left and right sides of the controller, and the rest is handled invisibly. The possible strengths range from 0 to 1, but higher values can be used to easily keep the rumble at max strength for longer. These values drain back to zero at a rate of .1 per frame, so I don't have to worry about turning the rumble off at any point, and it has a nice, subtle gradient as it tapers off. Further, if you try to set the rumble to something lower than it already is, nothing will happen. This prevents small rumbles like footsteps from cutting off bigger ones like explosions
Thanks in part to this script's massive versatility and ease of use, I was able to litter this game with rumble for basically everything in no time flat
Hailey's footsteps make tiny, subtle rumbles that alternate sides of the controller. When Hailey climbs onto a bench, you can subtly feel her hands and feet making contact. Walking into a wall makes a small rumble on the appropriate side of the controller, and bonking off a wall does the same but much bigger. Whenever a boss does a big attack, you'll feel it
I mainly use rumble to create a more tactile connection between the player and Hailey. My rule of thumb is that you should feel what she feels! This is why abstract actions like using menus don't have rumble
There are still, however, a few places where rumble is used in slightly abstract ways, like the lingering rumble from getting hit that lasts almost as long as the invincibility frames. You're really supposed to ~feel~ that you got hit! Proximity to some powerful forces will also create rumble, as if the energy it gives off resonates throughout your corporeal form
So I think it goes without saying that I strongly recommend playing with a controller and keeping rumble turned on. It really really elevates the whole experience in my opinion!
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bisthefairy · 6 months
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hersurvival · 12 days
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Light has been shed upon this stupid girl,
That I am not the devil you long for,
That I have been assuming
And interpreting your words according to my own delusion,
In my own selfish favor.
But would you say..
Could you say that you do not love me?
Put my mind at ease that I have not been entirely crazy,
That I'm not the only one who feels something.
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twotriickhoofbea2t · 7 months
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Open wide and say-
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abybweisse · 6 months
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Hello there, I'm really interested in your theories so there's something I wanna discuss about ^^
Is Undertaker really that evil? I mean it's really hard to tell what kind of trope he is bc never in my life I've seen a character that is THIS morally gray or complex which makes me very fascinated by his character, what do you think? 🤔
Undertaker evil?
I don't think he's truly evil, just so desperate that he's making some very questionable -- sometimes downright objectionable -- decisions.
Even Yana-san says he's not the villain. He's like an antihero but as an antagonist, instead of as the protagonist. It's like he should really have his own main story, but it's been set to the side. Hopefully we'll get some major flashbacks from him, so we can get into his POV for a little while. Even though he's done some terrible stuff, I hope the backstory we get for him isn't just his cinematic records... though I don't expect him to survive the series. 😢 (Kind of like Snape in HP.)
Somewhere, I also have old posts about literary archetypes, and I discuss the one he fits best. Soul: Creator. But, if you search my blog for "archetype", this and other posts on that topic will come up. Keep in mind that each archetype has its own strengths and weaknesses; the Soul: Creator archetype includes the weaknesses of perfectionism... while still coming up with bad solutions... and I see Undertaker doing this, as he's trying to create and perfect these most advanced bizarre dolls.
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Gl!ranboo is not a good person
Gl!ranboo os not a good person. Hear me out, I also wouldn’t classify them as a bad person either? It’s been something that’s been on my mind the last few days and ranboo confirmed some of my thoughts in a stream yesterday. They talk about the original idea to end Gen 1 with the audience not liking gl!ranboo because they made selfish and cruel decisions. I don’t think that would have been enough to make the audience kill them but I could be mistaken, I liked the alternative ending that we got to see.
Continuing in the thoughts I have been having about gl!ranboo not being a good person. Showfall media frames them as the “hero”. The trailers, when Hetch discusses them, gl!ranboo is called the hero of the episodes. Ranboo actively says they just want to go and escape, rather than take down this horrible company. And although still under control of the company, there is still some choice there I’m sure when gl!ranboo decides to rip open patient Charlie and pushes Sneeg and Austin out of the way so he can fit through the hole in the wall. Both these actions are done out of survival instinct, both lead to the death of others, so do we judge that as bad or good? Was it even gl!ranboo if they were supposedly forced to do those thing? Depends on your own moral code. Would you do the same to survive? Or would you refuse to be involved in something that would kill someone.
The thing that was interesting to me is that when gl!ranboo gains more control in ep 3, they momentarily forgets the idea of escape when they find out that some of the other cast members are alive and need saving. This makes them seem more selfless and little more like the hero we are told we are watching. This doesn’t last long before gl!ranboo decides to just escape, wanting to just let the police deal with it.
We are so used to seeing the “chosen one” be hesitant at first but ultimately make the decision to save everyone and any cost, gl!ranboo does not give us that typical chosen one we expect. They kill for their own survival, attempt to make bargains with the bad guys to survive: gl!ranboo begged to be let go and in return they wouldn’t even tell anyone what was going one- leaving many to suffer at the hands of showfall media.
It’s just so interesting to me that regardless of state of gl!Ranboo’s control over themselves, they dance the line between moral and immoral, good or bad. But at the end of the day it all comes down to what you believe is okay in the name of survival
I still love gl!ranboo very much. They are very sad and I just want to give them a hug and a snack without pickles or slime, but they are not your typical perfect chosen one hero. They are a realistic version of a person - at least of one in their circumstances -trying to survive. They are not a good person.
I think it speaks more of the need for things to be black and white in our society, when most of it is just grey and depends on your own moral values
Regardless of whatever I say being accurate or not, props to Ranboo and crew for creating this! It’s true my spectacular and I haven’t had this much fun digging up and analyzing and just in general enjoying a fandom.
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gremlingirlsmell · 5 months
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I'm live!!
I'm playing Grey Area, a very fun looking indie precision platformer :3
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watch me play here:
twitch_live
https://www.twitch.tv/jeadyvt
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weirado · 8 months
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Grey Area Official Soundtrack Release!!
I can't believe I composed a video game
Here's the OST for @zombielesbean's Grey Area!
shoutout to @bisthefairy and @da-mous for their contributions!
I'm so excited for you all to listen to the music!
Be warned the OST contain spoilers. so make sure you play the game first!!
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rp-rs · 7 months
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I did it. just took me 20hours lool
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zombielesbean · 8 months
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Grey Area is out now!!
Come join Hailey on her adventure to the grocery store! ...and maybe a few other places, too...
Check it out on Steam!
Check it out on itch.io!
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da-mous · 8 months
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we have the #1 game with cereal movement tech
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cassiesdevblog · 8 months
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~Shmovement~ in Grey Area
Hello goober goblins! Grey Area comes out ~September 15th~ and I wanna make some posts going over my involvement with the project 👁️👁️
I joined the project back in March because, while playing early builds, there were a million things, big and small, that I wanted to be able to polish up to really make the game shine, and my top priority was Hailey's movement
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Grey Area is a game where beginners will mostly play inside a small range of velocities, but, thanks to @bisthefairy, there are ways to build and maintain greater speeds, so Hailey's movement has to be tuned for both small-scale, precision platforming and large-scale, broader movements. Plus, as most of the level design was already finished when I joined, all my changes had to work with, rather than against, the established design
General momentum adjustments
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When I first joined, there were a few ways that slow and fast play would clash with one another. For instance, Hailey had low air friction. This was nice at higher speeds, because you should be able to briefly release the d-pad to shave off a little speed without getting rid of all of it, but it didn't mesh with tighter sections where you'd be asked to land precisely on small platforms
Luckily, since the smaller range of speeds Hailey usually stays within is well defined, I was able to just dramatically increase her air friction while not pressing a direction, only while inside that range.
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Unfortunately, this led to a small problem: There are lots of spots in the game where you're meant to bonk off a wall and land on a platform. Where you could previously do this without having to hold a direction, you now had to hold back a little or Hailey wouldn't make it. To fix this, I just made her use the old friction during a bonk. That may seem unintuitive, but the bonk is all about Hailey bouncing back off a wall, so it feels natural for her to travel further. In practice, the discrepancy doesn't feel like a discrepancy.
Dive momentum changes
Hailey's main mechanic is her dive: a burst movement option that lets you speed straight forward. You can cancel out of the move at any point, cutting off all your momentum. However, when I first joined, Hailey would keep a small amount of the dive's momentum after a cancel. The intent was to let you keep the flow going even after a cancel, but it led to lots of overshooting in a game with low margins for error. I preserved the original way if the player is holding in the direction of the dive, so you can still keep your flow going, but if you're not pressing a direction, Hailey will instead cancel all the momentum and drop straight down
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Release cancel (aka, half the reason I joined the project)
These subtle changes have made Hailey much more reliable to control. It feels much easier to translate your intent onto the screen regardless of how fast you're going (September 15th btw)
Speaking of intent, I've had a big impact on this game's controls! The first time I ever played, the dive could only be canceled by releasing B and then pressing it again. I felt this was really cumbersome and I barely felt in control, so I wanted to cancel by just releasing B
This was controversial though, as everyone else preferred the original way, so I instead suggested being able to cancel by pressing back on the d-pad, as it felt instinctual to hold against the direction of momentum to cancel it. I also suggested being able to press down to cancel, since a player might think of it as dropping Hailey down. Fortunately, both were implemented and the game became a bit more comfortable for me, but I couldn't get the idea of releasing B to cancel out of my head
Later, when I finally got my hands on the project, release cancel was the first thing I added, and it felt just as right and perfect and natural as I imagined it would. I figured, if I just made the other devs play with it, they might see the merits of it and change their minds. Tragically it didn't change any minds, but I was ultimately able to persuade Alayna to make it an option in the options menu. When you play the game, especially if you don't like how cancelling is controlled, please please please try changing "Press to dive" to "Hold to dive" in the options menu and join the church of release cancel. We have plenty of room :')
Other controls
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I've made a bunch of other small changes to the controls too! Generally, I like every button on the controller to do something, so I mirrored a lot of functions to previously unused buttons. Hopefully this makes the game feel more responsive and playful, as well as a little more accessible! I also made it so Hailey sits down when you press down :) It's one of only a few graphics I drew for the game! (did I mention September 15th btw)
The Bounce 👁️👁️
I've saved my biggest (and most iterated upon) change for last >:3
When Hailey dives at smaller enemies, she'll bounce off as if she goomba stomped them, which cancels her dive and allows her to dive again. I added this because I thought the sick tricks and possibility for advanced play were too sweet to pass up. Not to mention it just seemed like fun. Plus, it would add exciting counterplay to some previously unexciting enemies. It's a simple mechanic, but it underwent a lot of changes!
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Firstly, it used to work on almost every enemy, but it didn't feel right against bigger monsters. We ended up deciding that Hailey should only be able to do this against enemies around her size, so in practice, this mainly comes up with the Golch enemy. When I first played, I found the Golch really annoying, as the best and safest strategy to deal with it was to just stand and wait for it to fly toward you so you could jump on it. Now, you can dive right at it and pull off sweet tricks instead! This has ended up making room for tons of cool skips and it feels great >:3
I even redesigned the Golch's flight path so that it will usually be flying at your exact elevation (it moves faster vertically than it does horizontally to accomplish this) so you can more consistently dive straight into it
I also made it so that bouncing off an enemy clamps your speed within a relatively small range, as otherwise you would carry the momentum of the dive and easily fly off into a pit
Now, in my mind, this all worked perfectly, but then disaster struck
@zombielesbean, who uses press cancel, would try to press B to cancel right before running into an enemy in order to avoid it, but would press a few frames too late and instead the input would happen after Hailey had bounced off the enemy, so she'd dive again and accidentally fly off into a pit. We tried a million different avenues to resolve this, but all of them were significant downgrades to the mechanic
Fortunately, Alayna found that the issue was only happening because of the enemy placements in one or two spots, and after adjusting them, it was no longer an issue, so fortunately the best version of the mechanic got in >:3
So yeah!!
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Those are a few of the ways I've cleaned up and improved Hailey's movement since I joined! I've gotten my grubby paws all over every bit of this game in a similar way. Cleaning things up, tuning numbers, adding effects, making things more clear, overhauling things, enhancing the flavor
A huge takeaway from this project for me has been that polish is a full time job!! Every little bit of polish seems small on its own, but when you add them all up they can make the difference between a decent game and a total banger. It just takes a huge amount of time to accrue all those tiny things. I think that's why they say you should triple all your time estimates on gamedev...!!
Fortunately, I have a good eye and a strong passion for all those little things, so I feel like an extremely valuable asset on this project, even though my hand is largely invisible and it takes long-winded posts like this to even explain what I've done
As Bis puts it, "Cass did for Grey Area before release what Sonic modders do for Sonic games after release"
~September 15th you vibrant fools~
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bisthefairy · 3 months
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hersurvival · 12 days
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I have to warn you, I have never been much of an artist,
Especially when it involves paint, or vibrancy, color.
Would you mind if it was all shadows, monotone?
You and I in a rain storm,
Or in the dim glow of the television,
The two of us in the covers of my bed, reading to each other under a charcoal duvet.
We coexist within the in-between,
We meet in secret, in our fantasies, our dreams.
I know you said you've never been a fan of grey, but could we stay?
Can we continue to be alone together in this realm a little while longer?
I have grown quite comfortable up in these clouds with you.
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