Actually, in ToriStory, determination is split between Frisk and Flowey. The ability to save is given to Flowey, and the ability to load is given to Frisk.
Flowey tries to save during moments when the game is in a deadlock, in an attempt to interfere with Frisk, but Frisk, using the load ability, repeatedly reloads the situation, much like an emulator’s state load, to overcome the challenge.
For example, Frisk might get trapped in a room and saved. Then, by loading and solving a puzzle, they escape. Or, they might get saved while falling into the abyss. By loading repeatedly, they search for a way to grab onto something and avoid falling.
That's the kind of gameplay I’m thinking of.
Next up
So thrilled! The supporter list grew so much, I've added a scroll feature! 🎉 HUGE thanks for all your amazing support. Feeling more determined than ever! ✨💪
For the bug hunting spot, I don’t really have the time to draw each bug sprite by hand — so I’m thinking of making them actual ‘bugs’ instead, like this. It’s a bit tricky to control, but kind of fun, don’t you think?
Singing Alone in the Ruins
Hoshi Meguri no Uta by Kenji Miyazawa.
Ah, I love it when text appears like this.
now it's working!!!!!!!!!!!!!!!!!!
SaveState is starting to feel pretty stable now!
When I animated the breath, the unnatural stillness of the body became noticeable. However, I did not have enough time to animate the whole body, so I tried moving the camera instead.
Floyd–Steinberg, being an algorithm that propagates error, is ill-suited for GPUs. So instead, I limited the number of pixels processed per draw and only displayed the already-processed, stable ones. It actually resulted in a pretty interesting effect.
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