Open Muniriy opened 5 years ago
So far we have been able to discuss the following factors:
For Nebula region pause factor was selected. Under implementation.
Which game factors do you suggest in correlation with pauses in Nebula?
I propose making ghosts react on player's actions, and such reactions should be preceded by a delay, during which the pause will player. For example, if player points with lights at a passing ghost for more than, say, 1 second, during which the pause occurs, the ghosts starts following player. Another event could be picking up a key, which would produce a sound that all nearby ghosts will react upon. And, of course, pause can happen when lights go off for whatever reason.
I suggest allowing player to manually switch lights, except for when they are randomly locked by the broken tech. And during that lock we have pause, because player is forced to be in dark.
Implemented the following Nebula mechanics:
Changed light Lock to Clamp. Clamped light is not longer completely off, but has large decrease in intensity. Clamped lights still trigger ghosts. During Clamp player still can toggle lights.
So far we've been discussing the notion of "danger", which is a function of enemies' proximity and other contextual factors (i.e. Ghost's charge). This function's output is then mapped to music manager that thereafter transposes & changes the speed of midi playback.
Consider change of volume, change of instruments, change of tempo, change of key (tonic+scale)...