[RELEASE][FEEDBACK]Hero Corruption v0.75d

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mckig
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by mckig »

Any update on the next version? I know it’s soon but I’m always so excited to play a new release and find all the changes since they’re almost always really good!
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diogaoo
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by diogaoo »

mckig wrote: Mon Aug 30, 2021 10:40 pm Any update on the next version? I know it’s soon but I’m always so excited to play a new release and find all the changes since they’re almost always really good!
Yup, just finished the new enemies, equipments, jobs and other special additions for v0.85.
Next I'll focus on a few more bad endings and events.
v0.80 should be public available before 10/09.

I'm trying to improve my presence on twitter, but you can check it out whenever you want to know how the development of the new version is going. :smile:
Download Hero Corruption 2 on the Website
Check out the new HC2 thread
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mteverton
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by mteverton »

Hello,

Would it be possible to add a metronome to the encounters, like the jobs have, to add some instruction to the regular encounters. So far I am looking forward to the newer versions when they are ready.
Graham Bubblefish
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Graham Bubblefish »

I'm joining in on the guy who had issues with getting the dagger recipe to drop from Lisa. I beat did her 14 times and still no dice. Also, I stacked up 6 of each of Red and Purple potions at a certain point, then when I used them, the first couple would send me back to the Equipment menu instead of the expected behaviour of sending me back to the Consumables menu.

Otherwise, very solid experience after I read this thread to figure out how to survive the first couple of days. Have to say it's a little peculiar that the game "ends" on day 15 when there's so much content that you can't possibly get to in that amount of time, especially with the whole warning about stability you get after it. Still, a definite 5/5 for me :love:
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diogaoo
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by diogaoo »

mteverton wrote: Thu Sep 02, 2021 3:28 pm Hello,

Would it be possible to add a metronome to the encounters, like the jobs have, to add some instruction to the regular encounters. So far I am looking forward to the newer versions when they are ready.
Hi mteverton, I'm sorry, but I don't see where I could add a metronome during battles. Actually in the last few updates I've been looking to make encounters more fluid and and less repetitive, adding a metronome would go against that, but thanks for your interest, I hope you'll continue enjoying the next versions even without this addition :smile:
Graham Bubblefish wrote: Fri Sep 03, 2021 7:42 pm I'm joining in on the guy who had issues with getting the dagger recipe to drop from Lisa. I beat did her 14 times and still no dice.
I dunno know what to say to you guys, after your report I went to test the game and the recipe dropped on the second time, I tried it again and the recipe dropped twice in a row.
Could you all do me a favor? Please keep an eye on the next version and if you notice that the odds are still low, let me know.
Spoiler: show
Image
Graham Bubblefish wrote: Fri Sep 03, 2021 7:42 pm Also, I stacked up 6 of each of Red and Purple potions at a certain point, then when I used them, the first couple would send me back to the Equipment menu instead of the expected behaviour of sending me back to the Consumables menu.
Fixed!

Glad you're liking it, Graham :love:
Download Hero Corruption 2 on the Website
Check out the new HC2 thread
Play Hero Corruption 1
Support my work on Patreon
fapnip
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by fapnip »

diogaoo wrote: Sat Sep 04, 2021 2:13 pm I've been looking to make encounters more fluid and and less repetitive, adding a metronome would go against that
See: SimpleBeats. You can make a metronome as fluid and non repetitive as you'd like.
diogaoo wrote: Sat Sep 04, 2021 2:13 pm
Graham Bubblefish wrote: Fri Sep 03, 2021 7:42 pm I'm joining in on the guy who had issues with getting the dagger recipe to drop from Lisa. I beat did her 14 times and still no dice.
I dunno know what to say to you guys
I haven't played your tease, so I don't know if I'm looking in the right place (looked in all the pages containing "Lisa" in the version linked in the first page), but glancing over your code out of curiosity, I honestly couldn't figure out how/where you're getting/setting a variable randomly or otherwise to indicate reception of this dagger recipe.

On that random front: If players are running into a long run of misses, it can be helpful to treat things like this more like a deck of cards by creating an array at the start of the game, shuffling it, then pulling from that array on each try. This allows you to more precisely set, say, 1 in 8, chances than a Math.random(...) or page.goto('bla*') will give you -- without the possibility of missing well over 8 times.

There's 1001 ways to do it, but for example:

Code: Select all

// Define base deck in Init Script
var deck1 = [
  {text: 'Got Dagger Recipe', action: function(){pages.goto('myGotDaggerRecipePage')}},
  {text: 'Got Baddie #1', action: function(){pages.goto('baddie1')}},
  {text: 'Got Baddie #2', action: function(){pages.goto('baddie2')}},
  {text: 'Got Baddie #3', action: function(){pages.goto('baddie3')}},
  {text: 'Got Something Else #1', action: function(){pages.goto('somethingElse1')}},
  {text: 'Got Something Else #2', action: function(){pages.goto('somethingElse2')}},
  {text: 'Got Something Else #3', action: function(){pages.goto('somethingElse3')}},
  {text: 'Got Something Else #4', action: function(){pages.goto('somethingElse4')}},
  // and so on...
]

// Define our deck state storage object in Init Script (this could be saved/restored to/from tease storage if needed)
var decks = {}

// Define shuffle function in Init Script
function shuffleArray(a) {
  var j, x, i
  for (i = a.length - 1; i > 0; i--) {
    j = Math.floor(Math.random() * (i + 1))
    x = a[i]
    a[i] = a[j]
    a[j] = x
  }
  return a
}

// Define a function that will get a card from a named deck in Init Script
function drawCardFromNamedDeck(deckName, resuffleOnEmpty) {
  var baseDeck = window[deckName]
  if (!baseDeck) {
    console.error('No global deck variable found named:' + deckName)
    return
  }
  function _doNewDeckShuffle() {
    // Add deck index
    decks[deckName] = baseDeck.map(function(c, i){return i})
    // Shuffle the hell out of it
    shuffleArray(decks[deckName])
    shuffleArray(decks[deckName])
    shuffleArray(decks[deckName])
  }
  function _getCard() {return baseDeck[decks[deckName].shift()]}
  if (!decks[deckName]) {
    // Haven't used this deck yet.  Initialize it.
    _doNewDeckShuffle()
  }
  var card = _getCard()
  if (!card) {
    if (!resuffleOnEmpty) return null // Deck is empty, and we were not asked refresh it.  Return null
    _doNewDeckShuffle()
    card = _getCard()
  }
  return card
}

// Now, throughout the game, in Eval actions, we can do things like:
var card = drawCardFromNamedDeck('deck1', false) // get a card, but if the deck is empty, we'll get null
//  if we wanted to get a new deck+card on empty, we could do:  card = drawCardFromNamedDeck('deck1', true)
if (card) {
  // Got a card
  console.log('Drew card', card) // Debug
  card.action.call(card) // Run card's action, whatever that may be.
} else {
  // Deck was empty, and we didn't ask for a new deck.
  console.warn('Deck empty') // Debug
  pages.goto('myDeckEmptyPage')
}
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