#lockpick tutorial
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a-dumbo-octopus · 10 months ago
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I've started playing signalis and I've come to the conclusion that I'm bad at video games
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gender-euphowrya · 10 days ago
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i'm still in the tutorial cave and i have lvl 25 sneak chat is this normal
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plantsandpies · 6 months ago
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Every social media site besides like YouTube (not shorts. Shorts can burn and I will laugh as its ashes blow into the wind) and tumblr should be shut down.
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uesp · 1 day ago
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A lot of people have been having trouble with lockpicking in Oblivion, so here's a video of the first very hard lock I've picked since 2006, straight after the tutorial so my security skill is only level 8. The trick is to set the tumbler speed by not letting the tumbler fully drop after you get a slow speed.
The tumbler can move very quickly or very slowly, but it will be at the same speed until you let it reach the bottom. So wait until you get a slow speed to set it.
Being higher level makes this easier, but you can also avoid the minigame entirely with magic or the skeleton key.
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torchickentacos · 3 months ago
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First time playing skyrim. So far I have done the following:
Spent 20 minutes on the character creation screen, as you do.
Got lost in the tutorial because I missed a jump. Ran around for ten minutes trying to find another way before going back and making the jump properly. I might be stupid.
Accidentally picked up a bucket. Tried to drop the bucket. Proceeded to instead mark the bucket as a favorite item. I'm keeping the bucket now.
Broke three lockpicks, which I'm pretty sure is a bad thing to be doing. I think you need those.
Hadvar is my best friend now. We love Hadvar here. Hadvar took many arrows for me also killed most of the enemies while I was being useless and picking up buckets and coins and such ❤️ If anything happens to Hadvar I'm going to call the dragon back and burn down everything.
ok nevermind. just finished the tutorial and Hadvar said it's best if we split up. I see how it is. Fine. Be that way. I'll fight my own frost spiders I guess
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sleepymarmot · 8 months ago
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Update to the In-Game Tutorial Update 44 reinstates the first chapter of ESO’s main questline as the game’s primary tutorial. This means that the old tutorial quest “Gates of Adamant” will be retired (although if you’re still in progress you can complete it as normal) in favor of the original “Soul Shriven in Coldharbour” quest. In addition to returning, ESO’s original tutorial quest has undergone a series of changes and improvements. This includes changes to the quest structure, new and additional weapon drops, a more gradual introduction to game systems, and a modernizing of the combat, lockpicking, stealth tutorials, and more. There’s never been a better time for you (or a friend) to adventure in and explore Tamriel’s Second Era.
FUCKING FINALLY?!?!
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patricia-taxxon · 9 months ago
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I've been thoroughly enjoying I Wanna Lockpick on from your mention of it a bit ago, and I was wondering if you've played/heard of Arranger? Relatively recent, but it's an interesting little puzzle adventure game that's got a fun gimmick. Not the longest or the toughest, but the visual style is stand-out. I would personally consider it a "sokoban" but ymmv
Oh dear, I was not the target audience for this game! The structure of introducing a new mechanic, tutorializing it, then giving exactly ONE non-trivial puzzle before abandoning the mechanic entirely, it started to feel like the whole game was a huge tease. I went into it knowing it wouldn't be super difficult but my perspective is so skewed that it felt like i went hours before discovering any amount of friction whatsoever. Also, the whole "no undo but none of the puzzles can be softlocked anyways" deal made the game feel like the puzzles just kinda passively yielded rather than being solved.
I tried to meet it where its at, like at some point in the twitter allegory village I realized "wait, this is mario odyssey" and i kinda got into the rhythm of doing little tasks and exploring and talking to people, but unfortunately i also kinda hate the story and characters. i dont care about the special ray of sunshine Y/A protagonist with a maligned supernatural gift finding out she's actually super special and needs to save the world from apathy, I was grinding my teeth by the end. I don't know if this game was actually for kids or if it was just really fucking wholesome, hard to tell these days.
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pizzafishandchips · 7 months ago
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23. "We can fix this, I know we can"
Fandom - Infamous IF Content warnings - strong language Summary - Three times Luna could fix a problem, and the one time she couldn't Relationship - Seven & MC
Growing up, Luna learned she had to fix her own problems herself.
When the lightbulbs needed replacing and her parents were away, she’d pull out the giant ladder, so tall compared to her little child self, and brave the terrifying heights herself. When the power went out, and she had no one to call, she’d trudge out to the fusebox and struggle through. Sitting through endless Youtube videos, frantic online tutorial searches, they became her normal. When something needed to fixed, or some problem needed to be solved, Luna could count on herself to find a solution and put it all back together.
She was out on a drive with Seven, a casual trip for fun to an event several hours away from home. Everything was going well, until they heard a loud pop, and the car began to teeter unsteadily. They pulled over to take a look, and Seven loudly groaned as she steps around to the back.
“Shit, tire got blown out by something,” she cursed. “We still have so much left to go. What the hell are we gonna do?”
Luna patted her hand, giving her a reassuring smile. “It’ll be okay. We can fix this.”
They switch to the temporary replacement tire, managing to carefully roll their way home. Crisis averted.
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The two of them were huddled outside in the nippy winter air, shivering as they try to pull the front gate to the apartment complex open. But they were stopped cold when the gate wouldn’t budge, and when Luna rifled through her key ring, she was dismayed to find that she hadn’t brought the right one.
“What the hell is wrong with your landlord? Why is he locking people out?”
“We technically have a curfew…” she hesitatingly tried to explain. Rummaging through her bag and rest of her pockets, she was relieved to find she’d packed her lockpicks. With some fiddling—not easy when her hands were trembling from the cold—the gate was pushed open. “It’s fine though, I’ve got it.”
Seven was flabbergasted. “You carry those around but not your own keys?!”
“I swear I normally do! I just didn’t think we’d be out this late so I thought we wouldn’t need it…”
“You’re so weird, Luna.” Her voice, while exasperated, was warm as she laughed.
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The band sat together in a circle, heads bent down as their faces scrunch with concentration. Luna squeezed the bridge of her nose as she felt a headache creeping into her temples. It had been a difficult month when it came to gigs; they weren’t strangers to lean times, but it never made it any easier when the bills needed to be paid.
“Okay, well at least we have some stuff lined up for the future so this won’t happen next time, but we’ll need to figure something out for this in the meantime. We have a bit saved up to cover part of this at least,” she sighed.
“Got anyone we can cold call for something immediate?” Jazzy asked.
“Not off the top of my head, but if anyone else knows anyone.”
They discussed it a bit longer, and they were able to come up with some ideas before Luna dismissed everyone. Seven was the one who lingered on after everyone else left, her eyes filled with worry.
“We still might not have enough to cover it all.”
“I know. I’ll figure something out.”
And she did. With what they had saved, plus some extra last minute gigs, they were able to make it through that month. Of course, Luna never let anyone see the final accounting details; it was Seven in the end who figured it out, confronting her one night.
“You… You used some of your own money to pay off the rest of it, didn’t you?” she accused.
Luna shrugged. In the grand scheme of things, it wasn’t something to worry about. She’d need to take some extra work for herself to build it back up, but it was for the band. For them, it was all worth it.
“I told you I’d figure it out.”
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The apartment was a mess.
Or perhaps mess wasn’t the best word to use. It’s half barren, so much of its life packed in boxes that had long been removed from the premises before Luna could protest. She’d returned that night, shocked to find it in such a state, the first time any kind of emotion was able to break through the fog she’d be wading through for the past several days.
And then the rest of the fog was immediately dissipated when Seven suddenly wheeled around the corner, the final batch of her belongings tucked her arms. She froze when their eyes met, a million unspoken words hanging like a guillotine above their heads.
“Seven, you’re not actually…” Luna, not knowing what else to do, reached out to her. Seven, her eyes stormy, stepped away with a look of disgust.
“Get out of the way, Luna. I’m going.”
“What do you mean? Where are you going? Do you really think you can just walk out like this?” Her voice was steadily rising as panic was setting in. This wasn’t real, she pleaded with herself. What happened at the party wasn’t real. What happened after wasn’t real.
Seven glares at her, a look so foreign she physically recoiled. “I can do whatever the fuck I want. I don’t even know why you’re complaining; you’re the one who wanted me to walk anyway.”
Her words cut like a thousand knives. “That is not what I said—”
“No, that is what you said! That’s what all of you said! You didn’t even need to say it to my face. For once in your fucking life, Luna, stop lying.”
“I’m not lying! I never lied to you! If you could just give me a moment to explain—”
“You explained plenty well the last time,” Seven hissed. Memories of the party came rushing back in spite of Luna’s wishes; a bitter taste filled her mouth, a rancid bouquet of frustration and anger and pain. It fills her veins like adrenaline, her pulse spiking as she desperately tries to grasp for life, for any kind of purchase in a situation that was spiraling well out of her control.
“Don’t put words in my mouth like that!” Luna argued, her patience wearing thin. “Yeah, I said some shit, we both did. But you’re so goddamn stubborn and you just see what you want to see without actually listening to the facts!”
“Facts? What facts? Take your fucking facts and piss off. The facts say that you wanted me out. The facts are that you didn’t do shit about it, and you still think I’m in the wrong here? What the hell was I supposed to do, Luna? What could I have possibly done about all of this? You’re the one they wanted. Weren’t you the one they would have listened to? Shouldn’t you have been the one capable of changing anything about this?”
Whatever Luna had to say, it died in her throat. Her hands were beginning to shake; the hard reality of what was about to happen was thundering at the door, refusing to be ignored. She didn’t want this. She never wanted this. This wasn’t what she asked for.
Seven contemptuously shook her head. She saw her opening, making a move to maneuver around her frozen figure. A terrifying fear suddenly gripped Luna’s heart. For some reason, she felt as though if she let her leave like this, she might never see her again. That something irreplaceable would be lost forever.
“Wait, please,” she whimpered, taking hold of Seven’s arm in a death grip. In that moment, she would have been willing to get on her knees. Bend her head to the ground and begged if she needed to. “Please, Seven. We can fix this. I know we can.”
The look she threw back at her chilled her to her bone, and it would haunt her nightmares for months to come. “No, Luna. You can’t. Stop thinking you can fix everything. You can’t fix this.”
Wrenching her arm out of her grasp, she stormed off. Luna could only stand there, staring at the place where Seven’s retreating figure had just been. Seeing both nothing and everything at the same time, lost in the broken, scattered shards of a world she could never piece back together, no matter how hard she tried.
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luxxlunaae · 3 months ago
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eyes1nthewoods · 2 days ago
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i've recovered from my truly disastrous last kcd play session and it's really funny in hindsight but it put me off the game for like. 3 weeks. and i want to talk about it.
i stopped progressing the main quest after encountering a very difficult fight and i thought "hmm. maybe i should be doing side quests after all" which i wasn't because i was worried the main quest had like . a time limit or something but i'm fairly confident it doesn't now. anyway. i started doing stephanie's fetch quests, 2 of which were very easy (the horse and the wine) but then there's the stone. The Fucking Stone.
i go to the guy to progress the quest. easy enough. i enjoyed finding the quest location. then i get to the bandits. for some reason i suck ass in combat as henry. theresa must have been insanely overpowered or something because i literally cannot kill even unarmed men in their underclothes. i wound up just sneaking up on them and suffocating them.
i go to the chest. it is locked. i think "oh! maybe one of the bandits have a key"
neither of them have a key. not even the poor fool they killed and stole from had a key.
i should explain now that i absolutely fucking despise the lockpicking minigame. so much so that i still haven't finished the quest for uh. theresa's uncle. which means i can't buy lockpicks from him. in the lockpicking tutorial, i wound up using ALL 15 FREE LOCKPICKS and DIDN'T EVEN GET THE CHEST OPEN. i didn't reload. this was 30 hours ago at this point. i have no lockpicks.
so i think "oh, maybe i can buy lockpicks somewhere nearby" but whenever i look up "where can i buy lockpicks kcd1" it just tells me to buy them from theresa's uncle or obtain them from the quest he gives you. or from dead bandits.
i wind up running around on horseback and reloading, over and over again, for 3 hours, trying to find someone who would sell me lockpicks, instead of just going to talmberg, where i know i could find lockpicks, because it was, in my mind, too far away.
i was then ambushed. it was at this point i rage quit.
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marrowhyena · 10 months ago
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Mateo asked: Hi, I am going through your Echo playthrough right now (loving it) and it made me wonder: Do you have a favorite genre of game to play for lets-plays? Is there a type of game you avoid?
Probably well-paced, dangerous games with interesting systems. In a game like Bloodborne or Resident Evil 2 Remake there's just always something happening, but I'm also constantly making decisions so it's not just a linear corridor. I think it just makes for a better show because I always have stuff to talk about, mistakes to make etc.
Open world games are pretty awful because 30 minutes in you've already seen the bulk of the experience, so now you just engage in repetitive tasks for the next 20 hours and hope that the story carries it I guess. Crunchy strategy games can involve so much tutorial reading that the whole thing gets bogged down just trying to understand anything, but in the boring way. People like to watch a player learn, but through stuff happening, not them reading a technical manual. 
 That's probably why Fear and Hunger is kinda the ultimate Let's Play game. You have no idea what's happening or how the game works, and it's frustrating, but you're invested and everything you do teaches you something. The game is full of bosses and traps that have surprise reveals, which gets a reaction. It's just more fun for everyone. 
 Visual novels are also fun for the fucking around hangout vibes. You just read a story with a friend and joke about what's happening. It's easy to understand why people like "watching" them so much since they don't have to look at the screen, but we're always saying something interesting: either the literal text of the game, or podcasting. It's much less interesting to hear a let's player saying "okay so I guess I'll check over here...." and other narration as they explore an area and have to do their 500th lockpicking minigame, etc. [Smile or comment on the answer here](https://retrospring.net/@Boring_Keith/a/112820055189793912)
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jennawynn · 2 years ago
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Starfield
I think I finally got rid of the "have to play as much as possible" brainworms, which is good. It's a Bethesda title. You basically know if you'll like it or not based on that one fact. It is solidly Bethesda. It is Skyrim/Fallout in Space. I like Bethesda games. I still play Fallout and Skyrim sometimes...
HOWEVER...
Things I wish it had... because where else can I shout this into the universe? You think I'm gonna go do it on Twitter? Ha. I don't think any of these are THAT egregious, either.
I love that I can be a space trucker or a miner and don't have to go be a hero somewhere. I don't love that you HAVE to kill people to get there. Like even just to get off the moon. Give me the potential for pacifist playthroughs, Todd! Or at least the option to skip the opening once you've done it. Or an alternate start where you have to earn a ship or SOMETHING. (Sometimes in Skyrim I'll just make an NPC who picks flowers and does alchemy to afford nights at the inn and food to eat, no killing, no nothing... so seeing that I can set up a mining outpost and take jobs to be a delivery driver/passenger vehicle or to sell to starports is A+ in my book.)
Tag for trash/sale in inventory. Sometimes I know I want to keep a thing. Sometimes I know it's just junk. I wish I could tag for trash/sale and then a) be able to see those in a sortable list to determine what I'm getting rid of first when I go over weight and b) sell it all at once at participating vendors.
Speaking of, SORT BY WEIGHT/VALUE. I *think* it's available on PC, but I'm on xbox and the UI is (necessarily) different. But I still think it should be an option. You KNOW how we play, TODD. You know we sit there to determine which junk is the best value for the weight while we're getting under max capacity mid-dungeon. Make it easy on us.
Land vehicles. Some of those POIs are _so far away_ and a) you make it so we can't sprint constantly and b) you space things out really far. It makes it a chore to explore and get those juicy surveys done. I almost _always_ max out a biome's survey options before I get to the first trait. Give us a speedier travel option, please?
Less suicidal companions. I can't tell you how many times I've sat there shooting at a pirate when my companion comes over and stands RIGHT IN FRONT OF ME and then complains when I accidentally shoot them. Maybe don't stand where my bullets are!
This is a much less common complaint than the others, probs, but when you have a chameleon spacesuit and you try to shoot... you can't see your ironsights/reflex scope. You have to go to third person or a scoped weapon to be able to see where you're shooting. So like... maybe just DON'T hide the sights? Or put a reticle up just so we can actually use the armor?
I suck at space combat and I'm not sure why. So I don't have a solid suggestion here, but that does seem to be the consensus- people don't know how to space combat because the system is either not good or not explained.
Oh that reminds me- BETTER TUTORIALS. I was EIGHTEEN hours in before I realized I completely misunderstood the lockpick minigame (which is a huge improvement fwiw).
Level ranges on the mission boards so you don't end up in a level 15 starfighter combat when you're level 5.
Current inventory counts on crafting/vendor screens. I need to know if I have 400 of a thing in my cargo bay before I buy/build another 30, please, without needing to back all the way out, check my inventory, then come back in. Or do an inventory spreadsheet. Which I totally didn't do. Promise.
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theunemployedrogue · 5 months ago
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I'm trying to like DATV but.... 😒
Maybe it's bc I picked story mode but what's with the constant tooltip pop-ups? I'm more than an hour into this game, the tutorial portion should be over...
I still hate the coin animation.
How fcking dumb does this game think we are that it needs to highlight every item/interaction, make health containers green, and have companions nag you if you dare venture too far from the objective? 🙄
Bellera is cute, but we already have Harding with a similar personality so like. Idk.
I actually liked the new design of the regular darkspawn, but then they hit us with that janky ogre.
I'm not crazy about companions having to do actions, but it's not like this is a novel feature exactly. Have they gotten rid of lockpicking at least?
Anyways, I'll continue to play but there's definitely going to be more bitching along the way.
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achivement-unlocked · 1 year ago
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achievement locked! >use lockpick
>it doesn't work
>look up a lockpicking tutorial
>why are they smashing eggs on it
Achievement unlocked!
The secrets of the egg
Just what is in there
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ms-katonic-of-tamriel · 2 years ago
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Mod I Wish Existed
Play as Miraak Alternate Start.
Still able to freely choose race and gender - if we’re going AU then Lady Miraak or Khajiit Miraak can work, why not.  You can call yourself what you like - keeping the name the Dov gave you or leaving it behind.
Starting point is in the Temple of Miraak with your cultists around you.  You’ve got Destruction and Speech set to 100, Alteration and Restoration set to 75, One-Handed and Heavy Armour set to 50, Conjuration 40, all other skills race-based.  You are level 40... and so is everything else, hem hem.  Tutorial message advises you to view the level up screen immediately so you can assign attributes and perks as you see fit.
Starting spells: all novice and apprentice vanilla Destruction spells, Greater Ward, Steadfast Ward, Fast Healing, Healing Hands, Healing, Cure Wounds, Thunderbolt, Wall of Storms, Lightning Cloak, Ebonyflesh, Ironflesh, Stoneflesh, Conjure Seeker, Conjure Lurker.
Starting Shouts: Bend Will, Dragon Aspect, Unrelenting Force, Become Ethereal, Fire Breath, Frost Breath, Whirlwind Sprint, Disarm, Dismay.  All fully unlocked.  You have 10 dragon souls.  You still need to learn everything else.  Your Shout cooldown is half what a standard PC would be.
Shrines present in your temple that give the benefits of the end of Waking Dreams and Epistolary Acumen if you activate them.  If you have Pilgrim or Wintersun there’ll be a Mora shrine too.
Starting inventory: just the robes, mask, staff and sword.
The Dragonborn main quest simply never fires up, but you can do any other Solstheim quest.  If you go to the Skaal Village, first thing you see is Deor and Fanari arguing.  Tel Mithryn largely unchanged.  Raven Rock ditto.  No one is working at the All-Maker Stones, and they’re all yours.  You need to visit each Stone to activate its power though.  The locations are on your starting map but not open for fast travel.
Inside the temple, it’s actually tricked out as a player home - you have a master bedroom with weapons racks, mannequins, shelves and storage chests.  The kitchen and dining room has food and drink to help yourself to plus a cultist with food and drink for sale plus rumour dialogue.  There is an alchemy room with several alchemy labs, free potions and ingredients to help yourself to, and an alchemist with the ability to train you in the arts and who sells ingredients and potions.  The enchanting room has standard and staff enchanters, a selection of heart stone and soul gems, plus a cultist who can train you in Enchanting and has soul gems and mage gear for sale.  The smithy has all smithing stations, a wood-chopping station with a woodcutter’s axe next to it, a chest with various ingots and pelts in it plus some free lockpicks, and an ancient nordic pickaxe available.  There’s also a cultist who acts as a blacksmith merchant who can train you in Smithing.  Last but not least, there is a bathroom, including showers, toilet, a jacuzzi and swimming pool.
Cultists wander around freely with generic dialogue for the most part.  No cultist is ever hostile.  About three or four are available as followers and Hearthfire stewards.  If you join the civil war, some of your cultists will join you for set piece battles.  They can also be recruited to the Blades.
No children’s bedroom but you can ask one of your cultists to set one up (for a fee - they would give you stuff for free but they have their own expenses).  There is also a treasure room with money in it - perhaps a couple of thousand to start.  The cult is not that wealthy but will hand its profits over.
LOTD plugin - Micmou’s Spade relocated from Apocrypha to the Temple, the Dragonborn display activates as soon as you become relic hunter officially, and the text declares Miraak to be an ancient hero who will return one day to save Skyrim in her darkest hour.  Sahrotaar scales available by simply asking Sahrotaar for some after the museum opens up.  Replica recipes for your gear and Black Books also available at that point.  Nchardak Control Cubes already on display.
Plugin for Deus Mons - you have the key in your inventory already and there’s no guardian dragon. Location is on your map, and reachable on dragon back.
Outside the temple, your dragons will be found living.  All permanently friendly and available for riding just by activating.  You also have shouts to summon them - if there are enemies, they’ll attack, if not, they’ll land in case you want to ride them.  Fast travel to the Skyrim map is available if you’re on dragonback but not otherwise until you’ve paid Gjalund at least once.  The hold capitals are automatically unlocked if you’re on dragon back as are any other destinations you’ve heard of - exceptions are Skuldafn, Shrine of Malacath, Throat of the World and Forgotten Vale, these need to be unlocked via the usual quests before you can take your dragons there.  Assume Skuldafn’s location was either unknown to you before or Alduin had it shielded from you after the rebellion, so you still need to rely on Odahviing flying you in.
All other content is completely unchanged!  No one’s heard of you on the mainland, no one on Solstheim remembers anything about working the Stones, so you’re all good to go.  Possible tweaks might be needed to Way of the Voice to account for you knowing the Shouts already.  Otherwise off you go, and the First Dragonborn Turned Last Dragonborn can either go finish what he started with Alduin, or just take up fishing instead.
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nitrosodiumrapidproto · 7 months ago
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Proposal for my new Project
Having now made all three of the “tutorial” games, I have been able to make an educated decision on which will be the most interesting and rewarding to develop. I have chosen the dungeon crawler, as I believe it has the best potential and ability to be innovated on. The infinite runner is something I have done before for Sweat Pursuit, and the block breaker is a very rudimentary concept gameplay-wise and something I am not interested in. Meanwhile, the dungeon crawler is immediately a multifaceted idea with elements of exploration, combat, and strategy interwoven. A lot can be added to this basic framework, including more complex health and ammo systems, AI for the enemies, and interesting level design and emergent gameplay in terms of problem-solving and combat puzzles. The top-down perspective is also something I have not yet really tried, which will require new artistic solutions to make assets for.
The current name for the project is “Accursed Crucible”. It will take place in a fantasy setting; specifically, within the titular Crucible, which is an ancient forge overrun with fell creatures. You play as a lowly dwarf armed with the Hammer of Heaven, a holy weapon that can banish the evil and purify the Crucible. Lore-wise I have some basic ideas; that the Hammer was created in the Crucible and is naturally drawn back to the place from which its metal was first poured. Forging its own destiny, as it were. The artstyle and sprites will likely be 16-bit, since smaller sprites take less time to draw, but I don’t want to make them too simplistic. This should allow a level of detail to be retained roughly on the level of a Terraria or RPGmaker NPC. The enemies will be typically evil fantasy creatures: orcs, undead, liches, and similar things. Lore-wise they have taken over the Crucible to forge their own holy weapon and wreak havoc with it, and of course the powers of heaven cannot abide that, so they have sent you as a sort of dwarven messiah. The combat will be as simple as it was in the dungeon crawler tutorial – move away from enemies while shooting your hammer’s projectiles at them. Strategy will be added by having to manage your own ammo; staying alive and out of danger while finding more. This then incentivises exploration when it would have otherwise been unnecessary beyond finding the exit.
I plan to go back to basics when it comes to the art assets for this game. I will use Photoshop for both character sprites (i.e. the dwarf and the enemies) and also for the tilemap. In-game most things will be paper flipbooks, as they were in my first project, Toxic Waters. Then Unreal is the obvious choice for development; though other things are available like Unity or Roblox, I see no benefit to using them for this, especially when my original dungeon crawler code is on Unreal anyhow. There will not be any new techniques this time, I think.
Here is a MSCW (Moscow) analysis of the project:
Must Have - Some nice spritework, health + ammo system, multiple enemy types
Should Have - Notes with lore, high score system, locked doors
Could Have - Chests with randomly generated loot, immersive-sim elements such as choosing to bash down a door at the cost of ammo, using a rare lockpick to open it, or searching around for the key
Won't Have - Multiple weapons, arena-locks
This week, I plan to lay the groundwork for the project, which is mostly gameplay. Health and ammo, enemy detection, more enemy types, ammo and health pickups, et cetera. If I have time, I will make sprites for everything, including the tilemap. How I will make the map I am still not sure - maybe a tilemap pointed upward with collision boxes to bulk out the walls?
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