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Expansion #707

Merged
merged 16 commits into from
Jun 9, 2023
Merged

Expansion #707

merged 16 commits into from
Jun 9, 2023

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Continuities
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It's ADR's 10th anniversary, so here's a little expansion. Don't say I never did anything for you.

<3 Michael

- Implemented introductory wing. Still needs combat balancing.
- Made introductory wing encounters a bit easier
- Heal player between fights
- Unlock logic for Executioner
- Added Fabricator tab and init logic
- Added logic to switch the active scene from an event button
- Stubs for each wing of the Executioner
- hypo and kinetic armour items are functional
- implemented command deck

TODO:
 - implement stim
 - implmenet glowstone
 - implement ending
@Continuities Continuities merged commit 7ee96fd into main Jun 9, 2023
@enderandrew
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Happy anniversary!

10 years later, I just discovered this game over the past month and was considering to try and make a slight fork myself to celebrate ADR.

Many of the forks here on Github are people just taking the open source version and removing the readme / credits of the original authors, which I find sad.

I was already looking at that expansion branch.

I am happy to see new content being added in.

@Continuities
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Thanks! I figured 10 years was a good excuse to get reacquainted with the project. Fork away my friend; but man did I write terrible code back then 😅

@Continuities Continuities deleted the expansion branch June 9, 2023 20:59
@abmx
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abmx commented Jun 10, 2023

Hi Mike, my name is Alex.
My first ever comment here on the githubs so, I thought I would make it a good-ish one. .. I've been futzing around with ADR since its inception, and its literally one of my favorite things in the world, so, I love you bro (sorry). Please keep it going, into perpetuity, if you can ;)

I noticed some (non-trivial) changes yesterday, and am extra excited! I just started up another game last night, and, in the way of providing some feedback, to the extent it might be useful, I did notice a few unusual behaviors:

  • When an Event occurs, its related audio is not dropping out after the event is cleared/completed. Reloading the page seems to clear out any still-running/accumulated event audio.
  • When entering the Ravaged Battleship, its related audio loop starts playing, but then once selecting a path (Martial, Engineering, etc), a second (duplicate) instance of the loop plays. When leaving the RB, one of the (duplicate) audio loops drops out, but the first one keeps going, even after leaving the Dusty Path (similar to the previous item/issue above).
  • When moving through the Medical Wing of the Ravaged Battleship, I reach a point where there seems to be an infinite loop - where it looks like your executioner script's scene # 7-1 seems to continue to itself with buttons: {'continue': {text: _('continue'), nextScene: { 1: '7-1' } }, (perhaps momentarily by design?), which has netted me a wealth of energy cells, but which means I'm unable to trigger access to that Command Deck.
  • When roaming around the Dusty Path, I'm not running into any random enemies at all, except the typical ones in Set pieces (like Caves, Towns, etc)
  • I don't seem to be getting any Wandering Master events (and their perks).
  • Time permitting, you may want to update the wiki for the new features .. although I'm rather preferring the surprises unspoiled to be honest :)

Either way, thank you again for keeping it going - it's one of the few escapes I gravitate to when times are tough around here. I do have a few minimal web-dev skills, and am happy to help debug / troubleshoot / log some console data if you think it might help. I'm running this on a latest release of Firefox, on a Win10 laptop in the southeast US.

Cheers mate.

@Continuities
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Thanks Alex! I appreciate both the kind words and the comprehensive bug report 🖤
I think I've squashed everything you found.

Thanks again for playing.

@abmx
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abmx commented Jun 15, 2023

Happy to help :)
Can confirm same on my end, thank you for those repairs my friend.
Am noticing now, once past that scene 7-1 in the medical wing, that on the next scene 8, once I defeat the enemy (the unstable automation) and the loot / leave buttons pop up (glowstone blueprint), for some reason I continue to hear shooting sounds and then am very quickly killed and faded out, which doesn't seem like it should be possible. Couldn't really find a viable reason for this from the executioner.js script logic here, but it seems like that enemy's attack action is not dropping off after it dies.
Will keep on poking around.

@enderandrew
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I'll file a bug report.

I'm working with a slightly forked code-base, but executioner.js is stock for me.

In Engineering, the option to use the alien alloy is greyed out even though I have 15 alien alloys.

@Continuities
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Continuities commented Jun 15, 2023

@enderandrew I should probably let you take it with you, if it's useable 😅
@abmx Aha! If you hit the robot while it is in the process of exploding, it'll queue up multiple explosions! Hilarious xD

Both issues should be fixed in d6059af

@abmx
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abmx commented Jun 16, 2023

And there I was, swinging and shooting away as maniacally as I possibly could hahahaha! Oooh that cracks me up, I almost feel like you should have just left that in there lol ;D

Also curious, merely academically, but with a dreamy pinch of optimistic integrity, as to whether there is a chance of bringing multiplayer capabilities in here somewhere, at some point, somehow. I realize that that would be a major undertaking, but I do wonder ...

@enderandrew
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@abmx There is no real server backend to track player information.

If there was, you could track high-scores (though people can easily cheat). I'm sure that could easily be stored in a simple sqlite3 DB on the web server.

When you discover the "cache" from previous play-throughs, you could perhaps discover some information from a previous player, though that would somewhat take away from the cache representing YOUR previous save and the notion that you repeat in this cycle of being in this room, blasting off and perhaps never truly escaping (as I interpret it).

Other than that, I don't see players might interact in multiplayer. Real time combat on the map seems like a stretch for a game like this.

@Continuities I tested a full playthrough with the bug fix, playing through all of Executioner and the new ending. Everything seemed to work with the bug fix. I really like this new addition to the game of an additional challenge and a new ending.

@Continuities
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@abmx multiplayer would require me to set up servers and build in anti-cheat logic. It'd be a pretty massive overhaul of ADR, to the point that I might as well just build a new game. Hm, now that's an idea...

That said, the Switch port of A Dark Room has local multiplayer.

@Purplefork
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Wow, I guess I picked the perfect time for my first full playthrough of ADR! No wonder all the info online was outdated, there was a brand new expansion! That final boss was hard though, I basically had to spam heals and stuns to get through it, which would have been much easier if each combat option had a key bind in addition to its clickable button. You really had me sweating bullets!

@enderandrew
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enderandrew commented Jun 23, 2023

There is an open issue for that and someone submitted a patch for that.

#11

I've updated that to work with the new stuff added in the expansion (hypo, stim, shield, plasma rifle, etc). in a fork I've started. I'll be sharing that in a few places when I've made a little more progress with the fork.

I also agree that the boss fights in the Executioner are well balanced to provide a decent challenge.

@sadeshmukh
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I played through the expansion, wondering if there was more content after the spaceship, and unfortunately I couldn't go back. So, I clicked the restart button, hoping to play through the entire expansion, and then no wrecked spaceship spawned. I've unlocked the whole map.
image

I believe it's a problem with the end screen restart button.

@Continuities
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Continuities commented Jul 10, 2023 via email

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5 participants