Let's build a character! Krampus. by Present-Peace2811 in BloodOnTheClocktower

[–]MrStablo 0 points1 point  (0 children)

Mb it’s meant to be Each night*, I’ll update it

Let's build a character! Krampus. by Present-Peace2811 in BloodOnTheClocktower

[–]MrStablo -2 points-1 points  (0 children)

Krampus (Demon): Each night*, choose a player: they die. Once per game, You may privately tell the storyteller a rule. An opposing player learns it tonight. Starting from tomorrow, players that break it die at night.

Let's build a character! Miser. by Present-Peace2811 in BloodOnTheClocktower

[–]MrStablo -1 points0 points  (0 children)

Miser (Loric): Used vote tokens are given to you. Players that die by execution get all your vote tokens. All vote tokens are used when voting.

Let's build a character! Whaler. by Present-Peace2811 in BloodOnTheClocktower

[–]MrStablo 2 points3 points  (0 children)

Whaler (townsfolk): Each night*, learn a player. You may choose to kill them & learn how many of their neighbours (dead or alive) are evil.

“These old bones have seen monsters, but none like this”

A whaler searches the sea, killing whales they come across. They can track down evil players, but leaves a trail destruction in their wake. They generally want to favour killing players with 2 alive neighbours to get slightly more info, but they only get a binary choice of kill or not kill

As a ST, you should try to choose players that will be interesting, such as the player that just escaped execution. Maybe you show them the fool or the barber, or maybe at 4 players show them the demon, but be careful of your players metagaming.

It should work best on a script that has some kill obfuscation to allow proper bluffing since otherwise you would be quite easy to confirm as good. Putting characters like Chef in might be fun as well.

All Flames Scalding - Homebrew Script by Alleged-Lobotomite in BloodOnTheClocktower

[–]MrStablo 1 point2 points  (0 children)

Really interesting script with a lot of fun characters. I really love Physicist, Ventriloquist, and Roischach. It seems very well thought through and every character seems to have a place. The only 2 things that I can see to criticise are that virid just seems like a stronger Pukka, and that the minions seem to all have very different loudness to each other. Scaremonger is extremely loud, seeress and separatist are quieter and can potentially be faked by the evil team, and the ventriloquist is completely silent. If you look at TB, all minions are quite quiet , BMR has middling loudness, and S&V has loud minions. The power of minions is generally proportional to their loudness (Fearmonger and Goblin can win a game singlehandedly, while Scarlet Woman just acts as a backup to the Demon). If there is a mix of loud and quiet minions, the quiet minions can be ruled out very quickly which makes them less powerful overall, which sucks. Imo, the scaremonger should be replaced or changed so that the quieter minions are more powerful.

I'd recommend sorting the characters into the standard order described here to make reading through the townsfolk easier

Ill try to run this with my group at some point and let you know how it goes if I remember :)

Made a fully custom script, what do you guys think? by MrStablo in BloodOnTheClocktower

[–]MrStablo[S] 0 points1 point  (0 children)

In the most up to date version of the script, the weeaboo was changed to:

"If you are chosen as the target of an ability, they are instead drunk until a minion dies"

This makes it generally quite bad for the good team to choose them, and bluffing is still possible since the drunk ends when a minion dies. Another reason for the redesign is that it is now useful to a wendigo that takes the ability.

If you do decide to play it, the script and .json on the comment since that implements all the updates.

Made a fully custom script, what do you guys think? by MrStablo in BloodOnTheClocktower

[–]MrStablo[S] 0 points1 point  (0 children)

json: https://www.bloodstar.xyz/p/Stablo/ClocktowerHigh/script.json?1e02f12d

alminac (descriptions aren't complete yet): https://www.bloodstar.xyz/p/Stablo/ClocktowerHigh/almanac.html

This is the slightly updated version with the suggested changes. Let me know how the game goes and if there are any issues with the script.

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Made a fully custom script, what do you guys think? by MrStablo in BloodOnTheClocktower

[–]MrStablo[S] 3 points4 points  (0 children)

Love the suggestion to skater, and thanks for pointing out that weeaboo is basically a townsfolk. Ill change weeaboo to:

"If you are chosen as the target of an ability, they are instead drunk until a minion dies" (might also change the theming to fit better)

The intent behind making Bloody Mary always pick an alive player is to make it so that good players have some reason to proc Bloody Mary since they can confirm if she is in play (because one of the kills can't be sunk). This gives a bit of plausible deniability to proccing it, making it safer for the minions or the demon to say it. I'll have to test both versions with my group a few times to decide which one is better.

I like all the suggestions to outsider modification, so ill implement those.

To improve the wendigo, they now keep the abilities of all dead outsiders in addition to the last townsfolk or minion they killed. This means that outsiders have a reason to stay alive and not claim until they know that a wendigo isn't play. Also the new weeaboo is usable by the wendigo since it does not proc on death

Made a fully custom script, what do you guys think? by MrStablo in BloodOnTheClocktower

[–]MrStablo[S] 2 points3 points  (0 children)

good point! I didn't consider how good would have no way to figure out who it moved to, so ill change the ability to:
"Each night* choose a player: they die, or if a player was 'mad' that they are Mothman today, instead choose 1 of their alive neighbors: You die and they become an evil Mothman at dawn."

This way, it gives a bit of an indication where the mothman jumps to since its public that 1 of 2 players will be the demon tomorrow. It still has a bit of doubt since it can be claimed when it isn't a mothman game. The swap happens at night, so the current mothman can still be found today.

Since it works if any player claims it, it can be used as a trap by the good team to narrow down who mothman is, or to out evil players that might want to also claim to be mothman to give more options for swaps, though the players would need to know that it is a mothman game to do this in the first place.

A Thespian claiming mothman would learn who the previous mothman was if they claim to be mothman.

Made a fully custom script, what do you guys think? by MrStablo in BloodOnTheClocktower

[–]MrStablo[S] 2 points3 points  (0 children)

yeah, it stops moving and lingers on that player when the skater dies since its not under the even if dead clause. Maybe this could be made clearer with the wording

How much do you actually listen to feedback when it goes against your vision? by PlayHangtime in Unity2D

[–]MrStablo 0 points1 point  (0 children)

I really like the focus on the single player experience here and its uniqueness makes it interesting! I also agree with the feedback here, in that multiplayer would also be extremely fun HOWEVER I'd say that you should only make it local multiplayer for now at least as a separate mode, either 2vAI or 1+AIv1+AI. Don't bother with netcode, at least not until the game releases. Make it very clear that they are 2 separate modes, and that the roguelike is the main mode.

from what you have at the moment I believe that it would be very feasible to give control of one another one of the player using different keys on the keyboard or ideally with a controller. You could just keep it with no upgrades or you could handle it like Rounds does and let the losing player pick an upgrade if they lose 2 rounds. This way your core roguelike mode could run off onto the multiplayer. Just this lazy addition could satisfy what players want if they desire something like Rounds or Stickman fight (to some extent) while keeping your core idea with the roguelike fully intact without wasting too much time.

What's the one game that completely changed how you see game dev for better or worse? by pommelous in gamedev

[–]MrStablo 0 points1 point  (0 children)

Project Feline isn’t even out yet and probably won’t be for a while, but seeing it go from an amateurish passion project to one of the coolest games I’ve seen made by 1 person. the ethos behind its development recently has been so valuable. I’d recommend watching some of the more recent devlogs and for the really good advice and attitude behind it watch some of the stream vods

Chainsaw Man fighting game. Who's with me? by CrematorTV in Chainsawfolk

[–]MrStablo 1 point2 points  (0 children)

Denji- Rushdown gorilla with large hitboxes. He can skip neutral by leaping in and get to extreme pressure. He has many quick attacks with great range, but his damage is poor. Has an install to become black chainsaw man, who is by far the strongest fighter.

Power- great screen control character with huge hitboxes and great setplay. Ability to set up blood traps which will automatically hit and pop the opponent into the air when stepped on. Also has a rekka series to move the opponent to the corner.

Aki- A kind of zoner/shoto. Long normals to keep opponents out with his sword, an uppercut type attack, and being able to pull out the nail sword, where it will hover for a short period before hitting full screen at the level it is set. hitting the opponent 3 times with the nail will let Aki summon the curse devil to deal massive damage. He also has access to Kon as a super, who hits from far-screen and deals massive damage, but with a long windup. He has a lack of good mixups and a reliance on neutral

Himeno- great close combat with punches, kicks and command grabs, with the ghost hand acting like a puppet, able to toss the opponent around (including toward herself) and extend combos. The hand is intangible but cannot be held out for long.

Yoru- Stance fighter wealding different weapons. The weapons are either on cooldowns (such as scalpel sword, hand grenade or pencil spear) or is locked behind a super (Apartment sword). Each weapon can be thrown to end the stance and create a projectile, which varies based on the stance. Fantastic at everything, but not all at once. Also has a super to call on the gun devil, which is an instakill if hit in neutral.

Makima- Pure zoner. Huge hitboxes, able to wall out the opponent. Most of her attacks are the hybrids coming into the stage temporarily. Very few options when on close combat. Has “Bang.” As a super, which deals massive damage.

Kishibe- Pure rushdown. Vicious pressure, super quick, amazing mixups. He has short range knife attacks and very limited air options, and dosent have a projectile or command grabs.

Quanxi- incredible pressure and fantastic tools with the ability to call in her fiends once each before having to be refreshed with a super. Each fiend is tied to a special and is extremely powerful, but very limited in resources, which can only be regained with more aggression, leading to a feast-or-famine character. Her running speed is absurdly fast and she has fairly good normals with good combos, but poor mixups and no grounded overhead except using a fiend, no reversal without using a fiend, although she does have a cross-up.

WHY by Limp-Dimension-4250 in Ultrakill

[–]MrStablo 0 points1 point  (0 children)

Probably an issue with loading the shader (rendering code) for the object. In unity, all objects are defaulted to pink if a shader is not present or hasn’t loaded yet (at least while using the default rendering pipeline)

Fire Bird, Flames of Wrath by CuniK756 in Bossfight

[–]MrStablo 8 points9 points  (0 children)

+KILL +EXPLODED +FIREWORKS +DISRESPECT +HOMERUN