A Hat in Time

A Hat in Time

Spires of the Black Sun (V.1.0.1 update!)
 This topic has been pinned, so it's probably important
SuperLuigi901  [developer] 27 Nov, 2019 @ 4:21pm
Addressing some issues (+ V1.0.1 EDIT)
First of all, Thank you all so much for checking out my mod and for the ratings and 100+ subs!
...But there's some issues that have been coming to light, so please let me explain things a bit...


Originally posted by Gaia Bladeo:
First thing, checkpoints. Having to run trough DownTown and MidTown everytime I fell was really a bane. Checkpoints at the other end of the towns would be greatly appreciated.
I tried to make it so that if the player fails a jump, it would bring them back to an unseen "mini-checkpoint" around where they initially fell so that the only time the player had to go back to the actual checkpoints if they died. Though if you were getting sent all the way back every time, then there could be a chance that the fall hitbox's code might've broken on upload. But regardless, I'll try to add more mini-checkpoints next time!

Originally posted by Gaia Bladeo:
Wall jumping on non-flat surface can get really hazardous and it got me killed a few time with hat kid not wanting to climb on the lightning pylone from times to times. I felt like clipping to the ropes from very far sometimes so maybe that's just me who's dumb and I should've double jumped near it instead of trying to climb. Oh well.
Actually, it is intended for the player to climb up the pylon, buuuut I would be lying if I said that I successfully got up there every time. I tried making the jump easier by lowering the platform that it's on, but the curve of the pole can be a bit tricky...

Originally posted by Gaia Bladeo:
Also bully bird outside of ice landing was really mean.
Eh, I personally thought the surrounding spiders at the previous ice landing was a good enough warning...

Originally posted by Gaia Bladeo:
The three questions to get to the boss seems to have a problem. No matter what you choose to answer when first talking to the guard, you have to talk to him a second time like if you exited the dialogue without taking the test and pass it again.
Hmmm... I had a similar problem when I was beta testing it, but I thought I fixed that bug. I'll have to look at that some other time...

Originally posted by Gaia Bladeo:
Now the boss is where it gets really messy...
Originally posted by Nappaccino:
...The boss itself makes me leave a negative review. There is to much on screen to do with a fixed camera.
Originally posted by rogenriganz:
The fixed view makes everything more difficult than necessary...
Yeeeah... from what I can tell, the general consensus seems pretty clear, but lemme clear some stuff up...
The reason the camera is so zoomed out is so the player could (in theory) see more around them, but it's still possible to move the camera a little bit by using the right stick or whatever buttons/keys you might use for cam control. If the camera was more zoomed in and locked on Hat Kid, then the player might not see a hazard or enemy coming until it was too late, like one of the sweeping flamethrowers for instance... Plus, the arena was actually bigger and the camera more zoomed out originally in alpha.
It can be a bit hard to tell where some of the straggling enemies might be initially, so I made it so that they eventually glow blue after 30 seconds from when they first spawn to be more visible, but as for HK, I didn't really know how to code something similar for her, so as for now, my best advice is to wear a really eye-catching dye, I guess...
...As for the flamethrowers themselves, there is one major issue about them I overlooked, which is that they're pretty particle heavy which could be another reason why it can be hard to keep track of where HK is... I probably just got used to it after all the times I replayed the fight while beta testing it... Plus, one thing I did notice is that flamethrowers have more particles in the game than they do in the editor. I'm sorry about not thinking about that sooner, but I'll make sure to replace the spinning flamethrowers with spinning generic lasers in the next update.
Also, the flamethrowers are intended to be easy to jump over, so it doesn't actually matter how high up the player jumps, but I guess I just didn't lower them enough...



Now, I don't want to sound like I'm making excuses, but like the description says; this map is my first ever attempt at making a map for aHiT. Not only that, but it's also my first real attempt at 3D level design as well.
I tried my best on trying to make this level at the very least playable, and in hindsight, worked a bit too long on it to the point where I subconsciously rushed things a bit because I felt like the development of the mod was starting to take control of my life at the time, so I apologize that not everything is not working as intended.
I'm planning on not only fixing these issues that were listed, but tweaking and adding more to this mod on the next update, but it will unfortunately be on hiatus for a while for personal reasons... (maybe in about a year)
...But until then, I hope those of you who haven't played it yet will keep some of this to mind when you do play it, and that the ones who have played it at least enjoyed the experience despite some of the level's technical shortcomings.

Thank you for the constructive criticism. Without it, I won't be able to improve!
I hope you all have a great day!

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V1.0.1 UPDATE ADDENDUM:

Hello again! a the time of writing this, the new update just dropped and.... in all honesty, it's more of a patch than a real full update.

I know I promised much more from around a year ago, and I'm truly sorry that I couldn't have done what I had envisioned in time.
I'm sure I could go on about how tough trying to make your first mod is or something about my personal life or some other excuse, but at the end of the day, it's really just a case of me biting off more than I could chew...
Now don't get me wrong, I loved making this mod, really, but the only real issue I've had with developing this mod is that I'm just not good with deadlines...
...and because of that, I'm going to have to start changing some things, mostly just my attitude on how I work on these kinds of things... or in in other words, I'm not gonna stress myself too much anymore with deadlines!

Don't worry, I'm still going to be working on this mod, I may even make more in the future, it's just that production might be a bit slower than anticipated, and again, I apologize for that, it's just that I want to actually enjoy working on this on my own free will rather than dreading the day where I HAVE to get it done before it's too late.
I don't expect everyone to be happy with my decision, but I just hope that you can at least understand where I'm coming from.

...On a lighter note, at least I made the boss not as broken anymore, and on halloween, no less! (and for those of you that actually liked the challenge, don't worry, I'm planning on eventually bringing him back with a vengance later down the line... optional, of course! 😉)

Thank you for reading all of my ramblings, and I hope you all have a happy and safe Halloween!
Last edited by SuperLuigi901; 31 Oct, 2020 @ 1:56pm
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Showing 1-1 of 1 comments
Gaia Bladeo 29 Nov, 2019 @ 5:58am 
Glad you took the time to read that huge pile of text!


About the ice landings, while the spider were indeed a good warning, the problem I got with the birds is that they arrived on me right as I got out of the ice state. I had to kill one or two, get sent down to oblivion rince and repeat a few time before I could pass. Maybe I was just too slow? xD



About the arena, I think laser instead of flamethrower would indeed help, especially since laser are less punitive. With flamethrower, getting hit once means having hat kind bouncing around for a while possibly back into a bully bird pushing you back into another flamethrower. And also it'll probably help with visibility anyway.


It's still a good level and you did great with it, and i'd still recommend it to people anyway, even thougt the boss is really brutal.

Looking forward to seeing it updated one of these days o/
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