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Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Sun Nov 01, 2020 8:44 pm
by Ghost Prototype
wait don't update just yet. im about to update this again lol

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Sun Nov 01, 2020 9:06 pm
by Ghost Prototype
@Kills_Alone
New version is up. The Emergency Light should no longer have clipping issues. The problem was that the actor following the player spawned higher than the player's crouch height, which caused to get stuck sometimes. Also added in emergency light codex entry. Added in work around for pyromancy rune bug.

-The first skeleton can be dodged so that it falls to its own demise, or ignored completely lol. The point was to emphasize that dodging is pretty much core in most combat encounters. And that there can be a few different ways of tackling your foes.

-Yeah, the codex contains information on how to defeat bosses when you find those kill lists data fragment. Not too vague with the info, but enough to where you can kind of get an idea of what you'll be dealing with.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Sun Nov 01, 2020 9:14 pm
by Jabronii-chan
Ghost Prototype wrote:
@Jabronii-chan
There's an empty room in the cleaner parts of the 'Upper Levels' with a light switch, flip that on.


Ooops. I went to that room before but just completely missed the item on the throne lol.

Also yeah Map2B defo is where the mod really takes off IMO. The open-endedness of it and just doing things at your own pace is really making it shine. When I finish the entire mod I'll prolly compile my thoughts into one condensed post, but for now Map2B has defo been my fave out of everything.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Sun Nov 01, 2020 9:20 pm
by Ghost Prototype
It's my favorite map too :')
Especially when I got spooked by a jumpscare I forgot I put in.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Sun Nov 01, 2020 10:19 pm
by Kills_Alone
Ah, I was gonna mention about the camera being higher in thirdperson.

Perhaps the skeleton ran at me when I was jumping on the edge rebar and I didn't even notice him.

For anyone playing, to remove the upper-right ReShade Stats edit \Divine Frequency\ReShade\Common_settings.cfg

Code: Select allExpand view
//>Statistics<\\
#define RFX_ShowStatistics 0
#define RFX_ShowFPS 0

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Mon Nov 02, 2020 1:45 pm
by Jabronii-chan
I'm noticing there's a lot of issues with doors in v0.5f, both for the ones that teleport you and the ones that swing open. Notable ones being the door that leads to the dog hallway only being openable one-way, the door leading to the lockpick door on the train will let you go through to the next car but wont let you back in, and several doors in map2b as well.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Mon Nov 02, 2020 1:56 pm
by Ghost Prototype
They're working fine for me. Are you loading in from a saved game? Also, the latest version now is v0.5g. Loading saved game from previous versions causes conflict.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Mon Nov 02, 2020 2:56 pm
by Jabronii-chan
I'm starting fresh each time. Lemme try with 0.5g

EDIT: I'm a fucking idiot. Didn't have the data.pk3 loaded

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Mon Nov 02, 2020 3:03 pm
by Ghost Prototype
Lmao. How are you liking the bosses from map02b?

Spoiler:

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Tue Nov 03, 2020 12:43 pm
by Jabronii-chan
Finally finished the whole thing last night at like 4am lol.
My save says an hour and a half to beat but with saving and loading and boss retries I'd say it took me closer around 3 hours, which is zonkers for a demo. Overall I had an insanely good time with it. Nothing felt too tedious or frustrating (with one exception) and the balance always felt really tight and focused. I do have some minor feedback/complaints though

Feedback:
Spoiler:


You got something really really special here, and everyone I share this with also walks away really liking it too. It's so different compared to other survival horror mods like Total Chaos or Solace Dreams and there truly isn't anything like it out there. I've been following this project since your initial 2017 post, and if anything I'll just be following it even more closely now.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Tue Nov 03, 2020 4:43 pm
by Ferretmanjcdenton
I uploaded a small showcase video

https://youtu.be/ORu1fLHMk2E

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Wed Nov 04, 2020 8:29 am
by Ghost Prototype
@Jabronii-chan
Thank you so much for playing :mrgreen: :mrgreen: :mrgreen: I'm happy to know you had a good time!

Regarding your feedbacks
-Warfare's Anatomy, I can completely understand why this boss may feel frustrating. It hits really fucking hard with the melee slams lol. I think one of the issue that presents itself after you mastered how to maneuver its attack is gauging the distance with the wrench's alt fire. Of course, when it immediately lands, it opens up a window for attacking, at least during the first phase anyway. To compensate for this I added a small highlighter and distance meter when you use the altfire on the wrench, and adjusted the boss' damagefactor, handgun now does the appropriate damage to it.

-Ekhis organs, I didn't want to give too much organs before the game starts picking up in difficulty during the later levels. Three reasons I didn't make the bosses after MAP01 drop organs.
1. Warfare Anatomy gives access to the double barrel, a strong weapon. Not like it kills whatever it touches, that wouldn't make sense. Oh no. Pff.
2. Adrien gives access to Necrotic Oil for the handgun, and once the handgun has both damage upgrades. It gets fairly ridiculous.
3. Hulking Cancer was the final boss of the demo, there isn't anything after it. But once I finished up the new maps, I will add in the appropriate amount for sure.

-Maps
Yes. This is how I want levels to flow from here on out :)

-Story
Still being worked on. I'm still failing to conjure up anything lol.

But that being said, thanks again for playing!


@Ferretmanjcdenton
Wow. How did you managed to get that running lol. That's awesome to see. The only problem I think is the combat encounters in the later part of the game. It gets fairly chaotic, do you think it'll be playable with a touch screen device? Thanks for the showcase video though :wub:

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Wed Nov 04, 2020 3:19 pm
by Ghost Prototype
Dropbox halted the download link because of traffic. I'm going to find an alternate way to upload the newer version soon.

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Wed Nov 04, 2020 4:28 pm
by Ghost Prototype
New Link is up. Along with v0.5h.
More bug fixes and some QoL changes.
Spoiler:

Re: [Demo][Spooky Mod] Divine Frequency

PostPosted: Wed Nov 04, 2020 4:32 pm
by Apeirogon
Playthrough/review/something by some random youtuber. Sponsored by Youtube recommendation system.