Escape Simulator

Escape Simulator

Tic-Tac-Tomb
Showing 1-9 of 9 entries
Update: 7 Sep, 2023 @ 8:41am

Version 1.07

Small patch to alter a scroll and add an extra hint to an earlier area.

- Added broken pickaxe next to table with loose brick to hint that player should use their pickaxe on the other bricked up table shelf;
- Changed scroll #4 to (hopefully) clarify what it means:
- - Separated it into top/bottom half, top being for the orb, bottom for the puzzle;
- - Added orb to top diagram, and footprints to the puzzle that the bottom half is for.
- Updated some walkthrough text.

Update: 25 Jul, 2023 @ 10:32am

V1.06

Small changes + notes on a feature that I couldn't add:

- Made pages related to coins not stack so you don't have to put others down to get the one you want;
- Fixed issue with code papers back not lining up with the front;
- Added line to walkthrough about how papers for the code lock line up.

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I wanted to add the option for players to slot the papers together for the code lock, however this breaks things:
- Pin w/ slots pinned last causes slots to "block out" other pinned items;
- This is an Escape Simulator bug, where logic props leave gaps when in front of visible geometry in inventory/pin screen;
- Moving slots back didn't fix issue, as the "depth" of pins only uses item pin order;
- 'Transparency Order Offset' didn't fix issue as holes are it affects opaque objects, too.

If the ES logic bug is fixed I will implement the feature. I don't want to replace pinning the papers, so this will be left as is for now.
If I've missed something or someone knows a work-around for it, please let me know!

Update: 9 Jul, 2023 @ 8:27am

V1.05

Update to clarify a puzzle and change the difficulty tag.

- Changed difficulty tag to "Hard";

- Code Puzzle:
- - Added dots as markers to some of the sides;
- - Added dots to paper pieces to reflect the changes to the even numbers of turnables;
- - Added transparent pin icon to middle paper piece to guide player to join the pieces with the pin controls;
- - Updated walkthrough to reflect puzzle changes.

Update: 18 Jun, 2023 @ 10:29am

V1.04

Added page and addresses some bugs.

- Added a page in the T-shaped room to hint at reaching for scroll #5 on the floating platforms ;
- Added a glow to the final part;
- Added colliders to most tables/surfaces to prevent pieces falling through them when areas are deactivated, which could cause softlocks;
- Added a collider near the X door to (hopefully) prevent a softlock.

Update: 14 Jun, 2023 @ 8:04am

V1.03.1

Patch to improve in-game hints to make progression clearer, mainly through changes to scrolls.
More are in progress, but I wanted some changes to added to the published version.

- Scrolls:
- - [Scroll #1] Mostly redrawn, gives examples for each gem type;
- - [Scroll #2] Mostly redrawn, diagrams + symbol added to help player know it's for the T-shaped room ;
- - [Scroll #3] Adjusted diagrams to make [spoile] orbs/locations [/spoiler] clearer;
- - [Scroll #5] Completely redrawn to (hopefully) clarify what puzzle it's for and what the solution could be.

- Areas:
- - Added symbols to T-shaped room to associate it with scroll #2 ;
- - Added new page to link some puzzles together T-shaped room puzzle -> four-slot board -> four bowls and to show expected held pieces of the player at this point;
- - Added subtle markings to rising platforms board ([O] shapes) that should encourage players to use [O] pieces on the board .

- Other:
- - Added line to in-game walkthrough about the new page.

######

Currently in progress:
- Extra hint for storeroom access ;
- Extra hint for board in main room.

Update: 10 Jun, 2023 @ 6:32am

V1.02

Patch to address some multiplayer desync/loading issues, softlocks, + small changes.

Multiplayer:
- Prevented some boards from being deactivated and added some colliders:
- - Boards that start with pieces could fail due to longer loads causing slots to miss the pieces, as the delay before deactivation would end before they should.
- - The colliders should prevent pieces falling if they do drop before slots start working.
- - The four-orb board should have 8 that fall into slots at the start - 5 x [X] and 3 x [O].
- - The far board in the X room should have an [X] in the bottom right.
- - The rising platforms board seems OK, but should have an [X] at the centre.
- - If this doesn't fix the issue, report it in the bugs discussion and I will rework the boards.

- Reworked the locks of rooms #3 and #4, and added some safeguard triggers to the pillars:
- - This should address a multiplayer desync where the pillars don't lower after someone solves the puzzles.
- - The safeguard triggers disable the pillars obstacle. If they don't lower, you should be able to proceed if someone else has moved to the next area.

Other:
- Added lines to in-game walkthrough to mention piece locations before puzzles that require many:
- - New lines with locations are marked with ** at the start;
- - Locations may not be exact, but cover where they are expected to be.

- Changed one slot to leave an extra piece available after all boards are solved:
- - Middle right slot of left board in X room for the [O] .
- - This allows players to collect a * secret coin * from the rising platform, as it wouldn't be collectable if you didn't get it beforehand .

- Added collider between the window-height gap in room #4 to prevent items being thrown out of reach.

- Some other changes/improvements:
- - Room #3 bricks so the loose brick is more noticeable ;
- - Room #4 bricks moved light towards bricked shelf side and scaled down table cloth ;
- - Made gap in slightly-open door wider;
- - Corrected small statue name;
- - Moved Anubis statue with red key a bit closer to the board.

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The next patch will focus on improvements to scrolls/diagram based hints. Scroll #5 will be fully redrawn and others will be improved (clearer and better at directing player to next puzzles).
If the fixes to multiplayer don't work, then this update will rework the pieces to fully fix the puzzles, although this may take some time.

Update: 8 Jun, 2023 @ 9:26am

V1.01

Small update focused on hint clarifying, some additions/changes, and ensure softlock prevention worked.

Patch notes:
- Added note to start to mention in-game walkthrough and ask for feedback on hints/multiplayer;
- Improved coin hints ( * paper * ):
- Added light and repositioned first * paper * to show both sides;
- Added arrow to front of all three * paper * hints to show they can be turned over.
- Added details to help player find one orb:
- Scroll #4 now shows the ceiling;
- Added falling dust effect below ceiling orb, which stops when the orb is collected.

- Added bin to storeroom to throw away unneeded items;
- Increased trigger size of rising platforms in the final area, for when all coins area collected ;

- Verified softlock prevention related to red keyhole:
- The 5 orb room has a shortcut button. This also opens the red keyhole shortcut if the button there wasn't pressed. ;
- The two blue slots consume [O]s. Without the safeguard, this would prevent players crossing the Hole™ (unless multiplayer), as you are left with only 3 [O]s after the red key puzzle.

Update: 7 Jun, 2023 @ 10:16am

V1.0

Public release (+ fixes to pre-release version)

Changes:
- Made end music less quiet;
- Made coin hint pages more obvious;
- Made puzzle for red gem key have clearer effect.
- Made some obstacles thicker so you can't see through pillars on shortcuts.

Update: 7 Jun, 2023 @ 9:29am

V 0.9:

Pre-release build for testing the functionality of the published room.