For those who haven't played 1.0, Jake's mechanic is basically this: He activates once per night, and when he does, all the other characters go bye bye until you deal with him.
Once he activates, you have to collect all his batteries under a timer (80 seconds minus his AI level), and then he goes to sleep for the rest of the night because he has depression. (Yes, that's an actual thing.)
Well, there was something I hadn't thought about when making this mechanic during 1.0's development: the player could just stall until his timer reached 1 and spend quite some time doing nothing.
I wasn't a big fan of that because I wanted the gameplay to be engaging. Well, I came up with a solution for this for 2.0.
When Jake activates, he'll remove [whatever his AI level is] from your own flashlight's battery. So for example, if he's at 15, he'll remove 15. Pretty simple.
Once you grab all his batteries, he'll then add however much was left of his timer to your flashlight, as an incentive to do everything as fast as you can and not stay there doing nothing.
What do you think, sounds good?
I'll probably have to balance it a little bit later so that he removes slightly less if you're in the first floor when it happens, because you have to wait for Daisy's slow ass to climb the F2 stairs which takes a while and would be unfair.
The only problem I can think of with this new mechanic is that you wouldn't have to worry about conserving the flashlight at all if he's at a low AI level... I'm not really sure what I could do about that. Any ideas?
Speaking of Nightmare Jake, I've also modified him so that he can't activate at 1AM anymore. The earliest he can do it now is at 2AM. (I made him active at 12 in the video for the sake of not having to wait so long)
Oh, and as you can see, his sleeping animation loops correctly now. Truly the change we all wanted and needed to see.
You can also see a little bit of the new perspective effect if you pay attention btw ;)
I've already fixed all of the hitbox issues, and dang, it looks GOOD...
There's also a new HUD element that tells you which night you're on
Anyway, once I'm done with balancing this new mechanic (I have no idea where to even begin lol) my next objective will be to improve the way the flashlight works.
It was very annoying in 1.0 and even the original game because it turned on or off on its own whenever you moved from room to room.
That won't be a thing anymore, and you'll finally be in full control of it.
I'll also add an option to let you toggle it with the right click and the control key, not just the left click
Unrelated fun fact: did you know the image used for the flashlight is actually a 4269x3267 pixels big png?
There is a way to make it smaller however it would require me to completely change the way it looks (for the worse) and even the way it works.
It surprisingly doesn't affect performance or filesize all that much so I'll probably keep it as is (and also because I find it hilarious )
That's it for this devlog. Sorry it wasn't as interesting as the previous ones, but I'm trying to work at my own pace. I don't wanna rush anything, I want the game to be stable once it actually releases (still a long way to go though...)
See ya!
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