The mechanics demo will probably not see another update unless there’s a truly game breaking bug in there. Consider it more of a tech demo than anything. The Gameplay demo is the one that’ll see regular updates from now on.
Sepia Oulomenohn
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I’ve mentioned this before in a comment further down, and I do plan on putting together a walkthrough in the future, but there’s no harm in answering here too:
Yes, there’s a puzzle in this room, and you can continue on from there. The puzzle is figuring out the basics of using Call with the Tentacle Creature and the Sigil in mind.
Can you describe what you’re doing when you fall off? I and testers have found it to work pretty consistently, so I’m wondering if there’s either some issue that I’ve entirely missed, or if the mechanic has been explained poorly.
To make sure it’s clear, the intended use of the mechanic is to hold down the strafe key (ctrl or alt), but before that, make sure to face either towards the ledge’s wall or away from it while moving.
Corners (both inner and outer) don’t require strafing. However, you’ll need to change the direction Lathe faces to account for the next ledge.
I will say that intentionally jumping off a ledge is pretty unintuitive. That’s something I plan to change.
Whenever I'm using an event that's autorun (and I think parallel too, but I'm not sure), holding down enter or e at certain moments causes that event to restart from the top, rather than moving on (and skips any self-switches that would stop the autorun event).
For example, if I have an event where the screen fades out, the player says 'I'm Awake!' then moves forwards, then says 'To adventure!', if I hold down enter starting in the middle of the movement and before the 'to adventure' line, the scene resets. Likewise, if I hold down enter just before 'I'm Awake' I can get it to restart too.
Aside from this, the plugin works very well, but this issue is game-breaking, especially if there's movement routes or transport calls involved.
