note: might be useful, if a gimmick or blorbo is about to add a click event to itself, also add it as a button to the bar?
scarecrow jumpscares (noise, flash of graphic)
if collect ALL masks, jumpscare and then new, glitched mask added (broken camera image, its you)
reverse dating sim sacrifice (with network recording, tattle to buttler bot)
disable debug travel (yes even for wastes)
old 5 minutes do this now plz
#1 task: spawn in ticket taker area, gimmick is content warning
arrows on bottom for n,s,e,w (also keyboard controls)
reslurp maccus dialog
note: default audio to be off, prompt users to decide if their comp can handle fancy shit
next todo is cnosole scarecrow dialog
also need to wire in not!maccus to a 1/10 chance (and maccus 1/100)(checkdoc)
if go procedural, set sound (scarecrowed)
if spend too much time in procedural bit (two minutes), jumpscare (smiley.png) (warn jonah) and kicked to entrance
scarecrow layer to blorbo dialog
Normal Macci should have the normal sprite (1/100 chance)
And the Scarecrow eyes for Not!Maccus (1/10 chance) (says fucked up shit)
hotel
you should spawn in entrance
one by one, wire up gimmicks to work correctly (and have special dialog)
hide cctv mode
medium term todo
when this maze is finished go back to northnorthnorthnorth and add a special seed leading here. 31?
if click on outhouse AND twig is in location, remove twig permanently from roster. mark bathroom as out of order
if have key and click on lock, teleport to pumpkin
if ring in inventory, and click on hand statue, links to jackelope (proposal)
wire drive thru to play a rabbitsim video
first room is Entrance (not maze), gotta read the content warnings (including jump scares)
reskin ZWorld, link to it from maze
wire up the finger and ring puzzle first (putting ring on finger gets you to jackelope BUT not yet, not till after halloween)
slowly start wiring up the real map, placeholder assets, the map contains dialog options for each of the four
blorbos (eustace hopes twig finds the outhouse when he's there, etc) (two sets of dialog in corn mzze, regular and
"scarecrow took you here")
twig can be controlled in west, once in the outhouse
blorbos drive home theories of mind and personality (see notes), especially through how they change based on context (time and location)
if the scarecrow takes you, dread end (procedural mode)
candy only appears if you're out of bounds (if you're out of bounds small random chance of returning to any of
the edges of the map)
maze changes over time over the month, edit json, psyops
long term todo
* every time you go to a new maze location, random chance of blorbo
blorbo has things to say based on location
there are important locations in the maze and set, stable map
the edges of the map fray into zampanio and instanity both in location and in communcation
your goal is to sacrifice one of the blorbos in some way (can be more complex later)
a microserver watches to see who dies the most
you can feed the blorbos minoburgers or candy or something
the maze and blorbos are json data and can easily be extended with new maps (same structure but different
features) and new blorbos
goal is a reverse dating sim, you interact with the blorbos to decide who you should sacrifice. micro server
pays attention to who gets chosen the most and they get their backstories
gather all items, perform ritual, sacrifice thing?
in the stable maze, blorbos have set dialogue trees, in the procedurla maze they are corrupt and glitchy and
procedural
"you're lost. I can show you the way. just do as i say" scarecrow has them hack things ominously (first just
insert a lil phrase onto the page. then into local storage. then into cookies. then send via the network tab to
the ouija board server (butlerbot))
on each screen, random chance of a Spooky Event (sound, animation, whatever)
Triggers
time
day
local storage
random percent
map location
x seconds on current screen
Effects
shadows lengthen
moon's mixtype changes
corn rustles
sound plays (reverse, super slow, super fast, glitching between fast and slow), scrombled, muffled/filtered
(random start level and then random direction it moves over time)
fire sounds
owls
distant fairground
crickets
wind
corn rustling
img glitch
text displays faintly in the corn maze
map mode, slowly turn map into data. data controls where dead ends are, what turns are available, etc
example of map: spawn in "hallway"
* click center of screen to move further down hallway
* see far dead end
* click center of screen
* see near dead end
* click bottom of screen
* see far dead end