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Thief simulator 301
Thief simulator 301













thief simulator 301 thief simulator 301

  • The original player character – six colours, designed to be as simple as possible.
  • The design of the main character has changed a lot. But here’s the tiny 6-colour guy you originally played: This quickly proved impractical, so the design changed. Initially the game had much simpler graphics, and we were planning to create each “screen” or area as a separate graphic, rather than using tiles and a level editor. The main character in particular has changed design a lot. Since the initial prototypes, the style of Wheelbound has gone through a large number of changes. That’s a pretty abstract thought experiment at the moment though, as most of the levels haven’t yet been built. My conclusion was that we could certainly stand to connect areas more thoroughly, as the current design is heavily reliant on always returning through a single hub area. I made a diagram of Wheelbound’s areas and how they connect to each other, and then looked at some other games’ area connections, such as Castlevania: Symphony of the Night, Super Metroid, and Dark Souls. The strongest Metroidvania games will have each new area you discover link back to previous areas, so that you find shortcuts and open new routes through the game, thereby breathing new life into places you’ve already traversed.

    thief simulator 301

    I’ve also spent some time this week thinking about “interconnectedness”. One day I’ll spent all my time drawing pixel tiles, the next day, scripting a new feature, and the next day designing a level. I like to mix up what I’m doing at all times to keep it interesting. I know that’s the sort of thing that you should add right at the end of a project when you’re polishing it up, but that method of working never really works for me. A tiny detail, but it adds a good bit of motion and life to the world. One other minor detail I’ve put in this week is that the waving willow frond-like creepers that hang from the trees sometimes drop leaves that float gently down. Upright = Item stands up in the back of the car.These plants function like organic jump pads. Items in yellow only spawn during missions or other events.įlat = Item will lay flat in the back of the car. Certain loot items can be randomized in NG+ Mode. Taking an item for the first time applies a 10x XP bonus when leaving the area. When it says he is in "bedroom 2", he is in the office When it says he's in an "office," he is actually in the dining room. Known Issue: Vinny's tenant routine is incorrect."Corridor" is the back half of the first floor hallway, and "Corridor 2" is the front half.The hedge maze to the right of the front gate is considered the "garden".Locations in green are never visited by the tenants. Locations in italics contain hiding places. Note: Although it says otherwise, the Car Key Signal Cloner is not required to steal the Vulcan Spectre.

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    Jobs in yellow text are part of the main story.Īlong with the crowbar, flashlight, and/or night vision goggles, these tools will give you free access to all of the loot and areas in the house: The abstract sculpture can be found in the garden.The "Old city" painting is located near the bathroom on the ground floor.The "Dots" painting is located on the second floor.The "Fruit macro" painting is located in the main hall.The "Abstract macro" painting is located somewhere near the kitchen.A gold face statue is located in the living om the first floor (second floor).The rock statue is located in the bedroom on the ground floor.Known Bug: A lot of the loot in dressers and tables won't move with the drawers, making them difficult to take.















    Thief simulator 301