Jump to content

Hal's Great Cave Offensive

Photo

HGCO Update #6: Lost and Found (Map and Scripted Subscreen)


  • Please log in to reply
3 replies to this topic

#1 Orithan

Orithan

    Studying Scientist - Commission from Silvixen

  • Members
  • Location:Australia

Posted 18 May 2016 - 05:52 AM

J8hF4Pn.png


Remember this map screen teaser that I put up in the screenshot thread? Well, after 6 weeks of juggling this project between university demands, ZURPG and other shenanigans, I am glad to bring this update to you all.

This here is the map screen, and the first screen you meet whenever you open up the scripted subscreen. In order to access the map screen, you simply need to press the Map Key during general gameplay; except during strings and cutscenes which it won't bring the map up. This map screen spans the whole of the underground map, which is filled out as the player explores each screen. Each of the elements on the map screen (excluding the locked doors, which are the small red and green squares on the map) can be toggled on and off as you wish, in case they obstruct the map, preventing you from seeing details on some screens.
In order to access other tabs of the scripted subscreen, you simply have to move the cursor over to each tab.


sHBdGjZ.png

This is the Data screen, where you can check out information pertaining each weapon and item Hal has obtained in the quest as well as the capacity of each storage type. This mainly serves to help you know what each item does if you return to the quest after taking a long break from it and/or to let people know what each weapon and item does if they skip the descriptions given on each item pickup string.


X2t2869.png

This is the Options screen, where you can change various settings that the game uses for features. Hate continuous Low Health Warning? Turning it off in ZC isn't going to do a thing since this quest uses custom Low Health Warning mechanics, so I gave you the option to disable that in the quest. Hate the "Invincible Link Flickers" and the "Enemies Flicker When Hurt" quest rules? They are turned on in this quest, so I am giving you the option to draw a marker over them when they are hurt so you won't lose track of them. Want a load of the fancy debuff effects that the quest draws whenever Hal is afflicted with a debuff? You can toggle them on and off here.

And, this is all for the scripted subscreen in this update. Before I go, I would like to share a random screenshot of a familiar area because wynaut:
 

HGOTtOj.png


Edited by Orithan, 18 May 2016 - 06:01 AM.

  • Eddy, Jared, coolgamer012345 and 2 others like this

#2 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 18 May 2016 - 09:09 AM

That's a really creative subscreen, I love how everything looks and that custom options menu is really neat. I also like how the map progression is a bit like Metroid, which is always nice to see.



#3 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:Massachusetts

Posted 18 May 2016 - 12:15 PM

Orithan, it's looking amazing as usual. And you have my support as you know. Keep it up. :love:



#4 Norzan

Norzan

    Adept

  • Members

Posted 18 May 2016 - 03:48 PM

That's a really kickass subscreen. Probably one of the best i've seen so far.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users