What changed
0 fixes2 additions3 changes0 removals
changedHalloo! I’d like to state in advance this NOT the main story update I am working on – but this latest update does contain several enhancements and adjustments to better represent the lore, and what is coming in the near future. The biggest, craziest addition is something I’ve been wanting to implement for some time. Spinning the cylinder for the player has always been a randomly selected number of cycles, and I’ve always wanted to add a little more agency to that mechanic, without altering things too drastically. So now when you choose spin there is a diegetic speed meter that drops, and which you click to halt. The placement of the meter is how many turns of the cylinder your player then makes, so now you can try to have a short, medium, or long set of ‘clicks’. With some personal timing you can dial it in a bit! The cylinder animation will now match the spin length. I don’t think the new spin mechanic alters the gameplay too much, but it could be used as an attempt to strategize a bit! Where it can really be employed as a tactic is in Orange Royale if someone picks ‘Horseshoe’. Other new changes are listed below. I’ve done extensive testing myself, but if you find any glitches please let me know! The spin meter was one of those new additions that led to a bunch of adjustments/fixes to several other game aspects, which I think I have chased down, but we shall see! I of course will be continuing testing myself.
addedNew spin meter for SPIN
changedChanged some timing on the Choose Board to prevent ‘speed clicking’, which could cause trouble in some situations
addedAdded some new visual ‘Lore’
changedOptimization hither and tither
Orange Roulette changes
changedHalloo! I’d like to state in advance this NOT the main story update I am working on – but this latest update does contain several enhancements and adjustments to better represent the lore, and what is coming in the near future. The biggest, craziest addition is something I’ve been wanting to implement for some time. Spinning the cylinder for the player has always been a randomly selected number of cycles, and I’ve always wanted to add a little more agency to that mechanic, without altering things too drastically. So now when you choose spin there is a diegetic speed meter that drops, and which you click to halt. The placement of the meter is how many turns of the cylinder your player then makes, so now you can try to have a short, medium, or long set of ‘clicks’. With some personal timing you can dial it in a bit! The cylinder animation will now match the spin length. I don’t think the new spin mechanic alters the gameplay too much, but it could be used as an attempt to strategize a bit! Where it can really be employed as a tactic is in Orange Royale if someone picks ‘Horseshoe’. Other new changes are listed below. I’ve done extensive testing myself, but if you find any glitches please let me know! The spin meter was one of those new additions that led to a bunch of adjustments/fixes to several other game aspects, which I think I have chased down, but we shall see! I of course will be continuing testing myself.
addedNew spin meter for SPIN
changedChanged some timing on the Choose Board to prevent ‘speed clicking’, which could cause trouble in some situations
addedAdded some new visual ‘Lore’
changedOptimization hither and tither
Halloo! I’d like to state in advance this NOT the main story update I am working on – but this latest update does contain several enhancements and adjustments to better represent the lore, and what is coming in the near future. The biggest, craziest addition is something I’ve been wanting to implement for some time. Spinning the cylinder for the player has always been a randomly selected number of cycles, and I’ve always wanted to add a little more agency to that mechanic, without altering things too drastically. So now when you choose spin there is a diegetic speed meter that drops, and which you click to halt. The placement of the meter is how many turns of the cylinder your player then makes, so now you can try to have a short, medium, or long set of ‘clicks’. With some personal timing you can dial it in a bit! The cylinder animation will now match the spin length. I don’t think the new spin mechanic alters the gameplay too much, but it could be used as an attempt to strategize a bit! Where it can really be employed as a tactic is in Orange Royale if someone picks ‘Horseshoe’. Other new changes are listed below. I’ve done extensive testing myself, but if you find any glitches please let me know! The spin meter was one of those new additions that led to a bunch of adjustments/fixes to several other game aspects, which I think I have chased down, but we shall see! I of course will be continuing testing myself.
Changes and Fixes:
New spin meter for SPIN
Changed some timing on the Choose Board to prevent ‘speed clicking’, which could cause trouble in some situations
Added some new visual ‘Lore’
Optimization hither and tither
Enhanced ghosts