Version 0.1 - The Revelation


You should probably leave if you haven't used it yet, because there are obviously spoilers. They don't even matter at this point, but the experience, whatever it is, will probably obviously be kinda spoilt if you read this beforehand.

It's finally out, but honestly I'm too tired to think straight, so I'll try and wait until I feel better and see how we go. Now I can finally do everything I can do when this is finally released, like taking breaks and actually talking about this weird thing

Implementations:

  • Frame counting system - Delta time will come later. It'll probably be semi-fixed so you don't have the opportunity to clip through walls while experiencing intense lag.
  • Realtime logging system - Because console logging isn't good enough for me. It's just spawning so much text
  • Stable keyboard input system - Controls are bound to keys that should be modifiable in the future.
  • Mouse input system
  • Combined mouse containment and simple pausing system
  • Broken audio system
    • I tried to make arrays with different audio files in it, but they wouldn't play together so they'll have to get fixed later.
  • Translucent heads-up display (HUD)
    • Questionnaire, version and code statuses (top)
    • Control operations (left)
    • Inventory (right) - It's  basically unused, and only hand swapping is possible. The items you pick up don't even show up in it yet, but they definitely will later.
    • Stamina, sanity, air, blood, temperature and consumption meters (bottom) - these are unused as well. They'll be used later.
    • Basic adaption to border expansions/collapsions
  • Dynamic camera
    • Camera shake slows down while using item interfaces
  • Simple tile mapping system - Tile walls, tile calculations and ambient occlusion will come later.
    • The only tiles
  • Simple item spawning system
  • Items
    • Questionnaire notebook, documents
  • Simple object viewing system
    • The only animations they have are the initial ones where they rise up onscreen which even have code that sucks, because the whole ordeal of implementing animated events while dealing with game ticks sucks. I do say it would probably be easier if the animation was independent and I could still rely on them to match the frames and ticks of the rest of it.
  • Angell
    • She has eight standing sprites, and a whole object and a function to herself. Animations will come later.
  • Simple movement and momentum system - Eventually you can stop running in a diagonal line at √2× speed, but that doesn't matter right now.
  • Obviously you realise what the document implementation entails,* but spoilers.
  • Some secrets and a bunch of source code comments

Replacements:

  • Nothing

Rectifications:

  • Nothing

Expunctions:

  • Nothing

*It will only waste your time by making you read another of my long personal speeches unless you're interested enough to start systematically poking the code with a stick.

Files

EDUCATION_0.1.zip 6 MB
Jan 01, 2022

Get AEWVS ABC: Early Code Prototype

Comments

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(1 edit) (+1)

don't even start with me cause it's just a normal fangame


think of it like PPUBS

I mean he did start that in the first place though, this is ZERO point one

(1 edit) (+1)

R.I.P PPUBS

do you know about GDWWS?

oh and ACHS exists but it's pretty bad

Eh...I guess