Environmental Specifications - Team-Awkward-Smile/Epilogue GitHub Wiki
Sewer Water - Stage 2
- The water is Opaque, aka, you cannot see anything in the water. (Note: this is in contrast to the pure water found in stage 3, which is transparent)
- Character's walking speed becomes heavy if they are going against the flow.
- Character's walking speed becomes faster if they are in with the flow.
- When walking in the sewer water, only slight bit of water will be displaced around the character sprite.
- When sliding, Hestmor will get covered in some dirty splashes that will go down when she walks.
- When sliding, the sewer water will disperse much heavily than walking if Hestmor is against the stream.
- At one scripted cutscene, the water will rise and throw hestmor down a falling segment.
- Sewer water reduces the jumping height of Hestmor.
- If while sliding, Hestmor's sprite sinks under water completely, we see brief bubbles.
- If while sliding, Hestmor is in direction of the stream, she gets a little extra boost.
- If while sliding, hestmor is against the direction of the stream, her slide is shorter.
- If Hestmor crouches in Sewer Water, then the sprite completely disappears and we see bubbles at the position Hestmor is crouching/squatting at.
- If the gun sprite is above the water, then the shooting volume is normal.
- If the gun sprite is below the water, then the shooting volume will be a bit muffled.
- If the gun sprite is below the water and Hestmor shoots, some water around her will disperse to indicate shooting and direction.
- If Hestmor shoots down when in water, the water will disperse on her face.
- If Hestmor is using flamethrower in the sewer water, then some flames will temporarily be over the water...similar to how fire dispers on alcohol.
Though again this will be brief and only in direction where Hestmor isn't standing. Usually it shouldn't hurt hestmor, but I would like to discuss this with programmers on response and fire dying time, to see if we can add any punishment for hestmor.
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(Note: I just got this idea while typing) If Hestmor uses flamethrower, and there are TET hiding under the sewer water, then they will jump out prematurely. (DISCUSSION NEEDED!)
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If Icarasia spits on the sewer water, then it disperses similar to how hestmor's other guns may disperse the water.
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(Again, just got the idea; so need discussion) If Vafa' Keleth uses its flames projectile on the sewer water then it will do the similar fire above the water thing if Hestmor uses flame, and this time it can potentially damage Hestmor, so if Hestmor is in sewer water, then it becomes an immediate task for the player to kill Vafa' Keleth as quicky as they can. (Note: This is contrast to the clean water in Stage 3, where the Vafa' Keleth fire is basically inaffective in water).
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Vafa' Keleth can walk on this water (note: earlier i was going to make it so Vafa' Keleth cannot walk on any water due to them being fiery creatures, but now I am thinking there is no better way to showcase difference between the dirty sewer water of stage 2 and the clean water of stage 3, than a protection from Vafa' Keleth in stage 3. Basically, in stage 2 a Vafa' Keleth might be the primary nuisance of the player because they can blaze the entire water if not killed quickly enough; but in stage 3 they cannot even step foot into the water because that may kill them. That is the basic idea. But I may need to discuss this with programmers before that.)
Clean Water - Stage 3
- The water is transparent and you can see Hestmor's lower body and feet in it. (this is in contrast to the opaque dirty water of Stage 2)
- If the character walks or slides against the stream, their speed is reduced.
- If the character walks or slides in with the stream, their speed is increased.
- If the character is standing under a water fall, the water will react to her head by displacing a bit (Note: should this be limited to art or can particles be used here?)
- Since Stage 3 takes place in Jovam and Jonan's kingdom, we may actually see what fill empty areas in real time, meaning, we see an empty land and then suddenly see water come from above fill that pit/land.
- A follow-up to the previous definition, but I had the idea of that if you shoot certain pipes then you can divert the flow of water and all. Like basically, depending on how you shoot it, the water will flow and come out in different direction. Dunno how practical or necessary this is given the nature of the game, but if you guys think that the code made for this can be utilized in future projects and maybe worth writing now and use Epilogue as a test bed. (Note for programmers: Which reminds if there is any particular mechanic or things you want to implement in future projects but may wanna test a small slice now, feel free to pitch, and I will see if we can implement in Epilogue in any small way we can, so that the code can be re-utilized in any future projects, whether it be mine or yours).
- If while sliding, Hestmor's sprite sinks under water completely, we see brief bubbles. Since water is transparent this time, we maybe able to trace the bubbles all the way back to hestmor's mouth.
- If Hestmor crouches in Clean Water, then the sprite is still visible and we can trace the bubbles on the surface all the way to hestmor's mouth.
- Reduces jumping height.
- (idea) If Icarasia spits on the sewer water, then it disperses similar to how hestmor's other guns may disperse, but here, since the water is clean, in the small area where the Icarasia projectile may sink into (say 2 unit left of right), that area transforms from clean water to something looking similar to the sewer water. (Note: discussion needed)
- If Vafa' Keleth's flame projectile hits the water, it is inaffective, and will lead to black smoke eminating.
- Vafa' Keleth cannot walk on this particular water, and if they fall into this, they die.
- If the gun sprite is above the water, then the shooting volume is normal.
- If the gun sprite is below the water, then the shooting volume will be a bit muffled.
- If the gun sprite is below the water and Hestmor shoots, some water around her will disperse to indicate shooting and direction.
- If Hestmor shoots down when in water, the water will disperse on her face.
- The flamethrower gun is basically useless in that it won't fire anything, if the sprite of the gun is submerged in the water at the time of shooting.
- In certain rooms, Jovam might fill the room with water, needing hestmor to climb up to safety, (this is inspired by the water level from Castlevania Bloodlines https://youtu.be/6mwlzeCeOAQ?t=79 ). If the water catches up with Hestmor then game over.
- The Stage 3 enemies Temela Umami Chibara (or short for TUC) can be seen drinking this water from time to time.
Wind - Stage 4
- The wind's move from left to right.
- The properties of the wind are somewhat inspired by a similar stage from Ninja Gaiden 2: The Dark Sword Of Chaos (NES). (https://youtu.be/nmR3eU9aKOU?t=161)
- If the player is stationary, the winds will keep pushing them backwards or forwards depending on the direction the player is facing at in context to the wind direction.
- The wind can be both diagonal or horizontal.
- The wind at the boss fight, Kokisho, is horizontal and at its maximum speed (speed yet to determine).
- If the player walks, jumps, or slide in the direction of the wind, then they will get an extra boost of speed.
- If the player walks, jumps, or slide against the direction of the wind then they will get a bit of a pushback that will slow them down or in case of jump, land them earlier than expected.
- (needs discussion and testing) if the player jumps vertically, then the will push them as it is a bit in its direction.
- In case of controllers, if the player is going against the direction of the wind, the rumble may vibrate harder.
- The wind may knock down some environmental objects, that can crush the main character.
- (needs discussion) in case of lighter projectile like the ammo of the dung gun, if you shoot it against the wind, then the projectile will go a little far before U-turning it back in Hestmor's direction, possibly hitting her if it comes in Player's path.
- (needs discussion) the fire projectile of the flamethrower throws fire at a reduced diameter. Some of the flames may also travel back in Hestmor's direction when used against the wind direction.