This commit is contained in:
Nicky Case 2019-06-28 22:38:57 -04:00
parent 448a49b7ea
commit 2b79e8c26d
7 changed files with 115 additions and 24 deletions

66
TODO
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@ -1,10 +1,68 @@
TODO TODO
INTRO
- continue / new game
- chapter select
- (content note)
- replay, skip intro
- About: Main Credits + resources
ACT I
- more beebee art: animated point, less aggro, more sweet & defensive
- re-animate cry so that lake tears falls in right place
- continuous shot, no glitch-stop (low prior)
ACT II
- actual party bg & fg
- minor char voice (hansel & gretel)
- parallax aligns
- hong char + anims
- bb char + anims
- hunter better art
- runaway better anim
- SPECIAL ATTACK ICONS
- sfx for running away
! more sympathetic Hunter
- callbacks for "what you mumbling about"
ACT III
- callback for act ii ending
- better roof bg
- better minor chars
- more hunter intro anim
- more hong intro anims
- hong char + anims
- bb char + anims
- hospital scenes
- sfx for endings
! more sympathetic Hunter
ACT IV
- hong char + anims
- bb char + anims
- more al/shire
- sfx's
? act i & ii callbacks
! social cognition/restructuring
! pain is helpful, an alarm system for your body/mind
CREDITS
- animate it
- nicky
- monplaisir
- art for characters
- patreon
- a sweet end message
- post-creds bb-walking
- end buttons: mental health resources, social share, support nicky / monplaisir
CODE
! auto save
! translatable, localizable
! nonstandard bubbles (for attacks, and chap select)
- bug: mouseover dialogue option, multiple sounds over div's and i's - bug: mouseover dialogue option, multiple sounds over div's and i's
- extra sound when line ends with *italics* - extra sound when line ends with *italics*
- can't click outside to advance
- favicon one-line eye - favicon one-line eye
- hadouken not shoryken
- Open Sans, for consistency??? - Open Sans, for consistency???
- intermission D.R.Y. - get rid of bubbles off screen, for optimization
- get rid of bubbles off screen, for optimization

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@ -90,9 +90,9 @@ bb({mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5; Game.OVERRIDE_TEXT_SPEED = 1.5;
``` ```
b: If we're not contributing to the body of society then we're a parasite! b: If we're not contributing to the body of society then we're a selfish parasite!
b: The society-body will go to the society-doctor to get medication to kill their society-parasites and then we'll-- b: The society-body will go to the society-doctor for medication to kill their society-parasites so we'll--
``` ```
bb({body:"panic", mouth:"normal", eyes:"fear"}); bb({body:"panic", mouth:"normal", eyes:"fear"});

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@ -19,7 +19,7 @@
# act2-preamble-news1 # act2-preamble-news1
a: But did you *see* that "news story" going viral? a: But did you *see* that "news story" about that horrible thing happening somewhere?
h2: h-hi... h2: h-hi...
@ -547,21 +547,21 @@ hong({body:"attacked"});
attack("20p", _.a2_attack_1); attack("20p", _.a2_attack_1);
``` ```
(...301) (...401)
``` ```
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", _.a2_attack_2); attack("20p", _.a2_attack_2);
``` ```
(...301) (...401)
``` ```
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", _.a2_attack_3); attack("20p", _.a2_attack_3);
``` ```
(...301) (...1001)
h: FUCK! h: FUCK!
@ -703,7 +703,7 @@ b: Ahhh we're so lost! So lost so lost so los--
``` ```
music(null); music(null);
hong({body:"attacked"}); hong({body:"attacked"});
attack("10p", "harm"); attack("10p", "bad");
``` ```
(...2500) (...2500)

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@ -328,6 +328,17 @@ h: Because you don't believe in *me*.
(#act3_bad_3) (#act3_bad_3)
# act3_bad_2_terrible
b: Other guard-wolves have humans who actually take time to patiently train them, to learn to work together,
b: Rather than hate the guard-wolves for trying to protect them! So why couldn't you jus--
h: Wrong fucking answer.
(#act3_bad_3)
# act3_bad_3 # act3_bad_3
@ -396,17 +407,31 @@ h: Sorry for *what*?
# act3_good_2q # act3_good_2q
{{if _.apologized_for_hurt}}
(#act3_good_2q_already_apologized)
{{/if}}
{{if !_.apologized_for_hurt}}
(#act3_good_2q_not_already_apologized)
{{/if}}
# act3_good_2q_already_apologized
[I'm sorry I wasn't a good protector.](#act3_good_3_protector) [I'm sorry I wasn't a good protector.](#act3_good_3_protector)
[I'm sorry I didn't respect you.](#act3_good_3_respect) [I'm sorry I didn't respect you.](#act3_good_3_respect)
{{if _.apologized_for_hurt}}
[I'm sorry.](#act3_good_4) [I'm sorry.](#act3_good_4)
{{/if}}
{{if !_.apologized_for_hurt}}
# act3_good_2q_not_already_apologized
[I'm sorry I have a terrible human!](#act3_bad_2_terrible) `bb({body:"scared"})`
[I'm sorry I didn't respect you.](#act3_good_3_respect)
[I'm sorry I hurt you.](#act3_good_3_hurt) [I'm sorry I hurt you.](#act3_good_3_hurt)
{{/if}}

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@ -4,7 +4,7 @@
SceneSetup.act4(); SceneSetup.act4();
``` ```
(...2001) (...5001)
`publish("outside-hong", ["walk"])` `publish("outside-hong", ["walk"])`
@ -872,11 +872,11 @@ a: I- I mean- it's, it's okay if not, I just...
# act4d_recognition # act4d_recognition
{{if _.a2_ending=="fight"}} {{if _.a2_ending=="fight"}}
h2: Yeah it was the first party, where I had that panic attack and punched the host. h2: Yeah it was the first party, where I had that panic attack and punched the host!
{{/if}} {{/if}}
{{if _.a2_ending=="flight"}} {{if _.a2_ending=="flight"}}
h2: Yeah it was the first party, where I had that panic attack and ran out crying. h2: Yeah it was the first party, where I had that panic attack and ran out crying!
{{/if}} {{/if}}
b: Hang on human, we might be making them uncomfortable. b: Hang on human, we might be making them uncomfortable.
@ -903,7 +903,7 @@ s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OT
# act4d_yes # act4d_yes
b: Hang on human, we might be making them uncomfortable. b: Hang on human, they seem uncomfortable.
h2: Ah, I don't mean to make you feel awkward! h2: Ah, I don't mean to make you feel awkward!
@ -1100,11 +1100,11 @@ publish("end-pat", ["freak-out"])
``` ```
{{if _.fifteencigs}} {{if _.fifteencigs}}
b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
{{/if}} {{/if}}
{{if _.parasite}} {{if _.parasite}}
b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE PARASITES AAAAA
{{/if}} {{/if}}
{{if _.whitebread}} {{if _.whitebread}}

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@ -30,8 +30,14 @@ function BG_Act4(){
image: Library.images.act4_callback, image: Library.images.act4_callback,
grid:{ width:2, height:1 }, grid:{ width:2, height:1 },
frame:{ width:400, height:200 }, frame:{ width:400, height:200 },
y: 347 y: 347,
frameNames:[
"phone",
"puddle"
]
}); });
self.callbackSprite.gotoFrameByName( _.act1_ending=="fight" ? "phone" : "puddle" );
self.alShireSprite = new Sprite({ self.alShireSprite = new Sprite({
image: Library.images.al_shire, image: Library.images.al_shire,
grid:{ width:4, height:1 }, grid:{ width:4, height:1 },

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@ -35,8 +35,10 @@ subscribe("START_GAME", function(){
$("#about").style.display = "block"; $("#about").style.display = "block";
// Act 2 // Act 2
/*_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1}; //_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
Game.goto("act2");*/ //Game.goto("act2");
//Game.goto("act4");
Game.goto("intro"); Game.goto("intro");
}); });