Inside the FEAR System – Shades Revealed! – Hermitcraft #25



Today we do a full deep dive into the Fear system with all of its Causes, Effects, and Reducers. We also introduce the Shade as a major source of Fear.

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50 Comments

  1. this is gonna sound a little crazy (especially because idk how your player detector actually works) but you COULD theoretically have the shades wander or at least look around by tunneling calibrated sensors with wool based on the sight line of the shade (to add ways you could potentially "dodge" the shades gaze if you choose to risk a faster route), then have pistons push or pull wool to change the shades "sight line" based on the current Pose the armor stand is using for the direction it's looking, so you have the Shade looking north which covers all other "sight lines" and opens the northern sight line to simulate it "looking" forward, now of course it wouldn't actually see you just hear you but i hope you get the idea

    Now of course you could make this even MORE complicated by expanding that network to simulate walking path by opening and closing lines of sensors as the armor stand gets moved… but that's uh… kinda ridiculous to imagine making lmao

  2. I'm only 3 minutes in and already too excited to not comment.

    But won't the ravagers destroy a lot of the hanging moss around? And general plants? Or is that just leaf blocks?

  3. Idk if you already do since I've never really watched the progress videos on the previous Decked out videos but I was wondering. Do you use Allays to collect dropped items when the player dies?

    While it would be challenging, it would prevent items from being lost and having to refill the game.

  4. i understand that ultimately this is a rougelike so a lot of randomness makes sense, but im worrying over the balance of randomness and player agency. for instance in the candle shrines i think the locations being random is cool, but the amount of fear reduction being random also feels a bit overkill. maybe have the base value low but have a card to increase how much fear it reduces?

  5. Biggest issue is, some of the tryhards will know the map by memory. They will play de game in complete darkness half of the time.
    Even more so if difficulty adds to this.
    Moderate risk high reward runs in darkness might become a thing

  6. With Etho as one of the players, you may need to randomize the probability rates of the Shades detecting players sense he is notorious for figuring those things out if they are static. Would that be feasible? Would you have time to add that component since you already are setting it up for the locations of the Shades being randomized. Also, you might consider having the probability rates increase when the difficulty setting increases, similar to your other features. Would there be specific cards that have effects or protections or detection chances reduced with Shades?

    So many intricacies in your game already. Decked Out III is already looking very "Decked Out" in complexities, lore, and awesomeness!!

  7. I was just saying yesterday that it's been a month since either of my favorite HC members had uploaded.

    We expect these things from Etho, but a month gap for Tango?! Absurd! Unacceptable!

    I kid. I know you're hard at work. I watch all the VODs from the main second channel in the background when I'm working on projects.

  8. Who is this Pale Queen you speak of!? When did she happen!? 😮

    Bro, I have trouble building the simple Impulse item depositing and sorting systems. You are very good at Redstone!

    If you could make Vexes wear the Shade costumes and be let out once fear was high enough for a certain amount of time, that would be terrifying!🤩

    Maybe, depending on the difficulty or how long the game's been running throughout the season, there could be corrupted candle shrines as well. A different colored candle or block in the shrine that would add fear instead.

  9. Loving this Tango! I just had a quick thought about your Shade system.
    With the current Shade randomizers, there is a chance that all of them could activate at once which may not feel fair to the player. And there's a chance that none of them activate. That's a danger of giving each one it's own randomizer, there are times when it doesn't feel fair even though it's random.
    Instead, you could randomize the number of Shades across the map at the start, then randomly select which of the Shades activate based on that. That let's you set a min and max Shade count and guarantee it across the game. It would take more sending data around, but would give you much tighter control on the player experience and balancing.
    This seems like a similar system to what you were explaining with the candle shrines, so maybe you're already considering it.
    Anyway, keep up the great work! I'm learning a lot about game design from your videos and can't wait to see DO3 completed!

  10. 7:02
    Card suggestion:
    Fragile Temerity -> start working when the player enters the game, it blocks the player from getting any fear (or reduces considerably) until some kind of bad event happens (like being affected by a Shade, or Pale Queen event, or something like that), if said event does happen, then they get double fear for the rest of the run.

    7:31
    I'm personally not a big fan of a team having exclusive access to a shop, I think it would be better if having control of a shop gave a discount, or increased the benefits for that team.

    21:22
    You can also get an extra angry shade by having both up.
    You get a four armed shade. 😂

  11. Tango, do you think Shrines, or even cards that reduce fear, should have a downside?

    Shrines seem very strong, perhaps it should cost some of the currency the player has picked up in the game to activate them, or otherwise have a different negative effect for the player. Some kind of swap, minus fear, for more negative "omen" potentially?

    I mention this because I remember you saying you wished for Decked out 2, that cards had more trade offs, that deck building was more advanced than just "I should select this card".

    What do yall think?

  12. Tango you should float the shade armorstand on a one block high bubble column, then it will have a slight bob and give it a bit more life/animation when it's deployed!

  13. It’s pretty awesome to see an if/then statements being created visually in a game that primarily runs on if/then statements. Using real game rules to create a game within a game is really cool and I’m so glad you’re sharing your journey with us.

  14. Gotta say, Greywick is looking good! When you were walking through showing off the tannery, couldn't help but hear the Diablo 1 OST (track #2, "Tristram") playing in my head the whole time

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