v1.1.11.1
We have made significant improvements to the art effects, including but not limited to the following[olist]
More dynamic effects: water areas, tree animations
More exquisite pixel art effects: mountains, ground, trees, etc. have been properly redrawn.
More exquisite forest scenes.
[/olist] Improved visual effects and screen performance in addition to art.[olist]
Re-adjusted the game resolution, including UI and maps, to improve the gaming experience.
Make the loading animation when switching maps smoother, including delicate progress bars and different transition effects.
Add more interactive elements, including dynamic trees, tall grass of different colors, water frame animations, etc.
Add some interactive effects.
Improved animation details, each weapon will have corresponding attack animations in eight directions.
Improved the performance of animations to make the performance of attack animations more accurate.
Added sound effects for weapons and different types of units.
[/olist]
The combat system and AI have been enhanced, including long-range attacks, wandering algorithms, and leadership mechanisms.[olist]
Improved long-range AI: When the ammunition is exhausted during combat, hand-to-hand combat will be adopted, and the selection of long-range attack range is more accurate.
Improved wandering AI: Improved AI's wandering mechanism
Improved AI's combat system to deal with obstacles (use stabs to change moves when possible).
AI will take different actions according to its own emotional state. In addition to the original anger causing attack, fear causing escape, and sadness causing pause, it has added obedience and dominance, love, aggressiveness, and other emotions. For example, lions and tigers are usually considered aggressive, so the units of these races will actively attack the units identified as hostile in the field of vision, and considering that the lion is the "king of beasts" and therefore has the characteristics of dominance, it will dispatch some nearby obedient units of the same race to achieve the effect of "a group of beasts attacking".
We have made some adjustments to the values. For example, lions and tigers are both cats, and then considering the actual situation, The strength and speed of these two units will be higher (the specific values are not certain and there will be random factors. Maybe this tiger has increased its strength by 2 points in a row, and maybe the other has increased its strength by 1 point and its speed by 1 point respectively. You can check it through the attribute panel).
Different intelligence will affect the enemy search AI of the combat system: units with too low intelligence usually appear stupid and inflexible. For example, the target is at position A and then moves to position B, but the unit still attacks position A. In comparison, units with higher intelligence are more flexible. They can accurately identify the position of the target and move faster. Maybe it was out of sight a second ago, but suddenly rushed into the player's field of vision, catching the player off guard.
Weapons have different attack distances. Generally speaking, units with weapons can usually easily kill units without weapons (unless the opponent is very flexible), even if the opponent is far superior to the opponent in racial value (reflected by the name color) (the difference in racial value takes time to reflect, and the larger the time index, the greater the advantage of racial value).
Long-range weapons generally have additional attack distances depending on the strength of the user.
The staff can be regarded as a ranged weapon with unlimited ammunition. The activation of the staff only consumes CD, but it takes time for the staff to work and has a higher production cost.
Improved leadership mechanism: Leadership refers to any AI unit under the "dominance" emotion, which will provide management effects to friendly units of the same race and obedience (with "obedience" emotion) within the field of vision. Specifically, the leader will assign hostile targets to subordinates according to the actual situation.
Not only players have operations: Even if equipped with better weapons, it is still possible to be beaten to death by a group of submissive led by a leader, or to be killed by a ranged unit.
[/olist] Substantially update map[olist]
Adjust the size of the generated map according to the current movement speed to avoid the map being too large, Avoid situations where a map that is too large would be too difficult to explore given limited movement speed.
A large number of geographical edits, unified mountain styles, And beautify the terrain texture. Compared with the previous version, except for the terrain and main areas, there are quite a lot of changes in the mountains and the ground
Using the interactive building system, we remade towers and other buildings or areas on the original map, remade castles and towns, and made a lot of geographical edits to adapt to these changes.
There may be randomly generated "channels" (sub-maps) between different terrains. These "channels" usually have only 1 or 2 layers, and no more than 10 layers.
[/olist]
In addition to the above updates, some other contents have also been improved, including but not limited to:[olist]
Improved the calculation method of imaginary enemies, which will comprehensively consider race and emotional factors to select targets, and also consider whether you can defeat the opponent.
Adjusted the luck value formula when tall grass and shrubs are destroyed: different units will use their own luck value when destroying grass.
Further polished the descriptions of many props including weapons.
Distinguish between "Relationship Coin" and "Gold Coin": the former is not affected by the merchant's premium, while the latter is affected by both inflation and the merchant's premium. In terms of preciousness, The former is higher.
Some destructible terrain in the sub-map needs to be destroyed using the corresponding type of weapons, and the state will be saved.
Adjust the growth formula of anger to slow down the growth rate of anger.
User interaction interface[olist]
Improve the layout and size of controls.
Improve the offset effect of the teleport point to display it in the center.
Use graphics with artistic effects such as stairs/vines to distinguish the entrances to the upper and lower levels.
Improve UI effects, such as transparent log panels.
[/olist]
Improve the judgment logic of the trading system: it is impossible to trade with hostile units (trading cannot occur between two hostile units).
Improve the triggering conditions of some plots, such as the plot of asking "Big asshole".
Improved the mechanism of generating units in each terrain, and improved the matching degree between generated units and terrain.
Improved map switching, allowing players to manipulate characters to switch maps at any location on the seam of the map (as long as there are no obstacles on the other side).
Enhanced performance, operations including switching maps can be completed smoothly.
[/olist]
Added some new content[olist]
Items and combat system[olist]
Added several new weapons, including but not limited to "Alloy Bow"
Adjusted weapon values to ensure the balance of the weapon system (the relationship between price, attribute value, quantity, etc.).
Distinguish the damage type of weapons (swinging, stabbing, where swinging is divided into blunt attack and slashing)
[/olist]
Infusion system: Similar to the enchantment system in fantasy games.[olist]
"Staffs" with ranged attacks (Staff of Hope and Staff of Despair), players can buy materials to make them.
Add knockback infusion, and adjust the relationship between the level and value of weapon infusion. Different merchants will have different basic infusion levels. You may encounter merchants who sell high infusion levels in the dungeon.
Add infusion recipes for hope and despair, allowing players to buy and make emotionally infused weapons from merchants.
All priest-type units will be equipped with the Staff of Hope by default, and wizard-type units will be equipped with the Staff of Despair. The strength of the equipment items varies, and there is a certain probability of dropping.
[/olist]
Emotional system[olist]
Add tutorials on emotional combat, including how to trigger emotional attacks to affect other units, etc., which is reflected in the beginner mode.
Background music can be configured through the The format of the configuration file is referred to later.
These BGMs will be triggered when the character is in different main emotions, Supports mainstream User interaction interface[olist]
Allows you to select any unit and display its attributes and emotions
[/olist]
New playable content/plot:[olist]
Added several interactive buildings of different styles, these buildings can be entered directly without loading. From a distance, they are covered by roofs; from a close distance, you can directly see the map inside; after entering, you can see the scenes inside.
In addition to beautifying the existing maps, two new maps were added, and one of the NPCs and the randomly generated dungeon was moved to one of the maps.
Added some dialogues during the battle, for example, the player cannot directly trigger a dialogue with a hostile NPC.
[/olist]
[/olist]
Fixed some defects that were not found in previous tests, and improved or perfected some functions that did not make mistakes but had a poor experience. Here are only a few of the more serious ones.[olist]
Fixed some hard-to-find fatal historical defects: For example, the logic of random unit generation will repeat the random generation, the error in calculating the vision distance of long-range weapons, the probability of NPC being stuck in the conversation state in some cases, etc.
Some other details, such as a small part of the obstacle data configuration error, the error caused by the vision being reduced to 0 due to sadness, etc.
[/olist]
[/olist]
Appendix"EmotionBGM.json":
[ 2024-09-05 10:44:04 CET ] [ Original post ]
[olist]
[/olist]
[/olist]
EmotionBGM.json
file in the program installation directory[olist]
mp3, wav, ogg
formats, in a sense, it can even be used as a music player.
[/olist]
[/olist]
{
"E_Aggressiveness": [
"F:/Path_To_Music/Agg_Do.mp3",
"F:/Path_To_Music/Agg_Re.wav",
"F:/Path_To_Music/Agg_Mi.ogg"
],
"E_Awe": [
"F:/Path_To_Music/Awe_Do.mp3",
"F:/Path_To_Music/Awe_Re.wav",
"F:/Path_To_Music/Awe_Mi.ogg"
],
"E_Curiosity": [
"F:/Path_To_Music/Cur_Do.mp3",
"F:/Path_To_Music/Cur_Re.wav",
"F:/Path_To_Music/Cur_Mi.ogg"
],
"E_Cynicism": [
"F:/Path_To_Music/Cyn_Do.mp3",
"F:/Path_To_Music/Cyn_Re.wav",
"F:/Path_To_Music/Cyn_Mi.ogg"
],
"E_Delight": [
"F:/Path_To_Music/Del_Do.mp3",
"F:/Path_To_Music/Del_Re.wav",
"F:/Path_To_Music/Del_Mi.ogg"
],
"E_Despair": [
"F:/Path_To_Music/Des_Do.mp3",
"F:/Path_To_Music/Des_Re.wav",
"F:/Path_To_Music/Des_Mi.ogg"
],
"E_Dominance": [
"F:/Path_To_Music/Dom_Do.mp3",
"F:/Path_To_Music/Dom_Re.wav",
"F:/Path_To_Music/Dom_Mi.ogg"
],
"E_Guilt": [
"F:/Path_To_Music/Gui_Do.mp3",
"F:/Path_To_Music/Gui_Re.wav",
"F:/Path_To_Music/Gui_Mi.ogg"
],
"E_Hope": [
"F:/Path_To_Music/Hop_Do.mp3",
"F:/Path_To_Music/Hop_Re.wav",
"F:/Path_To_Music/Hop_Mi.ogg"
],
"E_Love": [
"F:/Path_To_Music/Lov_Do.mp3",
"F:/Path_To_Music/Lov_Re.wav",
"F:/Path_To_Music/Lov_Mi.ogg"
],
"E_Morbidness": [
"F:/Path_To_Music/Mor_Do.mp3",
"F:/Path_To_Music/Mor_Re.wav",
"F:/Path_To_Music/Mor_Mi.ogg"
],
"E_Optimism": [
"F:/Path_To_Music/Opt_Do.mp3",
"F:/Path_To_Music/Opt_Re.wav",
"F:/Path_To_Music/Opt_Mi.ogg"
],
"E_Outrage": [
"F:/Path_To_Music/Out_Do.mp3",
"F:/Path_To_Music/Out_Re.wav",
"F:/Path_To_Music/Out_Mi.ogg"
],
"E_Pride": [
"F:/Path_To_Music/Pri_Do.mp3",
"F:/Path_To_Music/Pri_Re.wav",
"F:/Path_To_Music/Pri_Mi.ogg"
],
"E_Remorse": [
"F:/Path_To_Music/Rem_Do.mp3",
"F:/Path_To_Music/Rem_Re.wav",
"F:/Path_To_Music/Rem_Mi.ogg"
],
"E_Sentimentality": [
"F:/Path_To_Music/Sen_Do.mp3",
"F:/Path_To_Music/Sen_Re.wav",
"F:/Path_To_Music/Sen_Mi.ogg"
],
"E_Shame": [
"F:/Path_To_Music/Sha_Do.mp3",
"F:/Path_To_Music/Sha_Re.wav",
"F:/Path_To_Music/Sha_Mi.ogg"
],
"E_Submission": [
"F:/Path_To_Music/Sub_Do.mp3",
"F:/Path_To_Music/Sub_Re.wav",
"F:/Path_To_Music/Sub_Mi.ogg"
],
"E_Unbelief": [
"F:/Path_To_Music/Unb_Do.mp3",
"F:/Path_To_Music/Unb_Re.wav",
"F:/Path_To_Music/Unb_Mi.ogg"
]
}
Discrete Heart -
leakart
leakart
Q1 2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 4
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
1 user reviews
(1 reviews)
https://store.steampowered.com/app/2617300 
[0 B]
Discrete Heart is an emotion-building game in a 2D pixel style from a top-down perspective. Joy, trust, fear... Each initial emotion corresponds to different initial attributes and props. "Inject" and control the characters to build 8 basic emotions, looking for the answer named "Unintentionaler".
Nowadays, machines are noisy, people are crowded, and information is expanding. Flying doves symbolizes "betrayal and disputes."
In a certain cyberpunk future world timeline, more and more people in a society where order has collapsed must correctly understand and process the emotions encountered at a faster speed:
The waiter in the restaurant mistakenly captured the mood of the guest, and the office staff failed to understand the leader's thoughts in time, and they lost their jobs...
Those who were greedy for pleasure before their lives were settled, got pregnant before marriage, had no one to take care of their offspring, those affected by the war, their emotions, and where should their future go?
With great anticipation, AlphaMood has developed the first-generation discrete heart emotion module. One of the important functions of this module is to train participants' adaptability to the module through simulated consciousness. This test activity is now recruiting volunteers.
"Everything is becoming faster, and so are emotions," an anonymous person commented. "It is imperative to implant electronic emotional chips."
As a result, one after another emotionally numb characters, who have been beaten to death by life, are planning to participate in emotional module training and become the "Unintentionaler" who knows better about "relaxation", and all their worries will disappear.
We are one step closer to becoming the best tool person who knows how to work without eating or drinking. "This is just a small step for AlphaMood, but it is a giant step for all part-time workers," AlphaMood's CEO said at the press conference.
The main goal of each game is to find 8 randomly distributed basic empathy objects from several randomly generated sub-map types within a limited time index (a value used to simulate real time) and become a "Unintentionaler". Go to the main map and hand it over to the "Guider" to complete a game.
Background settings:
In the past, carriages and horses were very slow, and letters were far away. Doves connected the two ends of longing, symbolizing "love and peace";Nowadays, machines are noisy, people are crowded, and information is expanding. Flying doves symbolizes "betrayal and disputes."
In a certain cyberpunk future world timeline, more and more people in a society where order has collapsed must correctly understand and process the emotions encountered at a faster speed:
The waiter in the restaurant mistakenly captured the mood of the guest, and the office staff failed to understand the leader's thoughts in time, and they lost their jobs...
Those who were greedy for pleasure before their lives were settled, got pregnant before marriage, had no one to take care of their offspring, those affected by the war, their emotions, and where should their future go?
With great anticipation, AlphaMood has developed the first-generation discrete heart emotion module. One of the important functions of this module is to train participants' adaptability to the module through simulated consciousness. This test activity is now recruiting volunteers.
"Everything is becoming faster, and so are emotions," an anonymous person commented. "It is imperative to implant electronic emotional chips."
As a result, one after another emotionally numb characters, who have been beaten to death by life, are planning to participate in emotional module training and become the "Unintentionaler" who knows better about "relaxation", and all their worries will disappear.
We are one step closer to becoming the best tool person who knows how to work without eating or drinking. "This is just a small step for AlphaMood, but it is a giant step for all part-time workers," AlphaMood's CEO said at the press conference.
Main target:
None of the above is what the player should care about, the player only needs to complete the game.The main goal of each game is to find 8 randomly distributed basic empathy objects from several randomly generated sub-map types within a limited time index (a value used to simulate real time) and become a "Unintentionaler". Go to the main map and hand it over to the "Guider" to complete a game.
Main features:
- Emotion-building is the core gameplay, which is inspired by the Plutchik-wheel
1. Restores the main content of the emotion wheel theory, including basic emotions, combined emotions, etc.
2. Emotions are set to increase or decrease various abilities. After obtaining the empathy formula, you can adjust this combination through empathy.
3. You need to decide for yourself which emotions you should obtain or retain based on the situation you encounter, and...occasionally you may encounter a little accident that breaks your plan.
4. The guider will only allow complete the game people who is "Unintentionaler". - There are not many system-level restrictions. Players do not have to play a certain protagonist to save the world in some way. You can deliberately play a certain role, it is up to you.
- Interact with NPCs. The plot includes puzzle elements. There may be connections between various plots, but they do not necessarily have to be connected.
- Simplified ARPG combat system: There are no fancy skills and magic systems, and there are several cold weapons that can be used as combat weapons.
- Mild ROGUE: Tailored RogueLike mechanism.
1. Players will start activities in a map with limited vision.
2. Randomly generated sub-maps (generated once per game, different sub-maps will have different terrain and a greater possibility of encountering specific types of units).
3. Random attribute point rewards.
4. Encounter randomly generated units in the sub-map and choose possible plots.
5. All units, including players, can pick up items, have independent archives and will die permanently - Trading system: You can trade with most NPCs and use currency to exchange for the items you want in their hands.
- Synthesis system: items can be synthesized after obtaining the formula
- Freely decide the life and death of all NPCs, There are no battles limited by the plot.
- All units have the possibility of actively triggering battles (all units have no camp)
- All units are randomly generated and grow with the growth of the player-controlled character.
- After getting familiar with it, the game time can be controlled within 30 minutes, which is suitable for fragmented time.
Hope you have fun and live a happy life!
The most important thing is: remember to "relax" when you are in a bad mood.
MINIMAL SETUP
- OS: Debian 11 or equivalent
- Processor: 2 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Integrated Graphics.OpenGL 3.3+
- Storage: 256 MB available space
- OS: Debian 11
- Processor: 4 GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Discrete Graphics. 128MB. OpenGL 3.3+
- Storage: 512 MB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB