Terminal Evaluation (Demo)
A downloadable game for Windows and Linux
[ES]
Hey, gracias por venir! :D
Puedes descargar el juego al final de la página, el muro de texto que compone el otro 97% de la página son los listados de cambios entre versiones y una sección de preguntas generales que puedan ocurrir que se escribió en la versión original del juego y sólo se mantiene por motivos personales.
[EN]
Hey, thanks for coming by! :D
The game can be downloaded at the end of the page, the giant wall of text that takes up the other 97% of the page are the changelogs between different versions and an FAQ that was written for the release of the original version and only remains for personal reasons.
[SOURCE]
Hey, did you know that this game is open-source? From version 1.3.2 onwards, a public git repository will be updated alongside public releases of the game!
Git Repository:
https://github.com/JustAGreenToast/Terminal-Evaluation
[CHANGELOG]
(31/10/23) 1.0.1: Day-one patch, ain't that great! :))
- Fixed some aspect ratio issues when enabling fullscreen
- 'halconfig' command now shows up on Exam 3's 'help' command. Exam 3's start hint has also been modified to let the player know that 'halconfig' exists
(24/12/23) 1.1: Merry Christmas! :D
As a Christmas present, I decided to release a "quality of life" update that should improve different aspects of the game:
- Last Dance's score is now functional: if you run out of time, you will get the amout of exercises you managed to clear in the Exam Failed screen instead of a random message
- Your Work Terminal now has a history of the executed commands, you can use your arrow keys to cycle through them
- Increased the exercise count from 42 to 69, because 70 wasn't as funny :P
- Changed the set of "max difficulty" exercises for a bigger but more reasonable set (the old set, also known as "Final Five", can be re-enabled via the settings: proceed at your own risk, there's a reason they got replaced...)
- Added a "Balance Factor" to all enemies: the higher the sum of everyone's "AI Level" is. the slower everyone will move
- Added a customizable "Exam Difficulty" setting, which affects an exam's amount of exercises and how quickly their difficulty increases
- Guardian Angel is now customizable as well! Instead of just enabling and disabling it, you can pick one of 5 different options, 4 if you don't count 'Disabled' as an option
- Tired of the default, dark office? Change its appearance in the settings by selecting a different Texture Set for it! Credits to frankgar for that one ;P
- Different Texture Sets are also available for Proto-Carla's minigame, based on 42's three coalitions!
- Speaking of which, Proto-Carla's minigame has changed a little: the time between "obstacle falls" is no longer random, but it gets faster as Proto-Carla's "AI Level" goes up. Drawing issues when new obstacles are spawned have also been addressed
I might have forgotten to mention something, but that's about it!
So, what's in store for possible future updates?
- Linux version
- Exam 6, better known as Final Exam: different office, different enemies, same objective
- Different minigames for Proto-Carla (and alternative designs!)
- Custom Texture Sets
- Cutscenes between exams
- Pre-made challenges for Last Dance
- Endless Mode for Last Dance
- Special 'SEGFAULT' error message (A lot easier to implement for Linux, so it might be temporally a Linux exclusive feature)
- Optional '-fsanitize=address' flag (Probably Linux-exclusive, I tried to add it into this update and it didn't work...)
- Grademe integration (Probably Linux-exclusive, since Grademe's infrastructure is probably reliant on a Unix enviorment)
These are some of the ideas for possible future updates, keyword being possible: please don't expect all of these to happen, they're just ideas that might happen in the future.
Take care out there, see you in 2024!
(01/01/24) 1.2: Happy New Year! :D
I decided to upload a minor update to fix some stuff and add some minor quality of life features!
- Some of the exercises' subjects have been adjusted or just plain fixed, my bad!
- A couple new texture sets have been added: 'Born Anew' and 'Cosmic Ocean'
- Special error messages have been added for these signals: SIGSEGV (Good ol' segmentation fault!), SIGABRT (Abort signal), SIGFPE (Floating point error) and not SIGBUS (Bus error), because Windows didn't feel like it! :))
- "Endless mode" added to Last Dance
- Post-process enabling/disabling is now working properly, hopefully :P
- The command line's history won't save the same command twice in a row, making backtracking between commands easier
- Increased Barcode's 'grace period' from 0.75s to 1s: you won't be punished for flipping down your monitor if less that 1 second has passed after Barcode spawns
And that's about it, I just wanted to fix some things and add a few quality-of-life tweaks. A Linux version might become available in the next update, I can't make any promises though... In any case, have fun and stay tuned!
(24/01/24) 1.2.1: Happy Wednesday! :P
Yet another minor update to patch some stuff, take it as a checkpoint between 1.2 and the Linux update, which might be the next 1.X update! Hopefully... So, what's new?
- Some of the exercises' subjects have been fixed, my apologies!
- If the game looks a bit different, that's normal: Unity's URP was giving me a lot of trouble when testing out Linux builds, so I had to get rid of it :(
- Speaking of looking different, Midnight's and Melissa's sprites have been slightly tweaked!
- External tools (gcc, nm, ffmpeg) are now checked for during the start screen
- Signal handling implementation is now cleaner
And that's about it, see you soon-ish!
(17/03/24) 1.2.1 (again): Happy Sunday Evening! I should not be up this late, let alone working on Terminal Evaluation but here we areeeeee :))
Just a quick hotfix, I never tried to open 1.2.X without custom music and that apparently crashes the game... my bad! n-n"
This is still 1.2.1 since there's no actual change to the code, I just added a text file in the custom music folder so that the game doesn't crash due to the folder having no files :P
1.3 is very much on its way, could be out in a few weeks if all goes well! See you soon :D
(31/03/24) 1.3: Happy Easter! :D
Long time no see, eh? :P
Well, let's cut to the chase: what's new? First and foremost, this is the first version with a Linux alternative! All features of the Windows version are supported, although Linux-exclusive features (such as valgrind support) will have to wait for future updates. WARNING: The Linux version does not come with pre-packaged tools such as gcc, nm and ffmpeg.
"Hey, my save file/settings disappeared!" They probably didn't: another change from 1.2.X to 1.3 is that the name changed from "Terminal Evaluation" from "Terminal Evaluation (Demo)", so the AppData folder's name also changed. To recover your data, look for it in C:\Users\your_user\AppData\LocalLow\JustAGreenToast and take it to the new folder.
With that out of the way, let's do a quick runthrough of all major changes:
- The global balance factor (slows everyone down by a factor relative to the sum of everyone's AI level) has been modified to make higher difficulties more managable
- Barcode has also had a 'quality of life' nerf that can be toggled on the settings panel: if 'Forgiving Barcode' is enabled, you will have a small window of time to save yourself if you flip down your monitor before clicking on her
- The text editor's font size is now adjustable via a slider located above the text area
- Audio sliders have been modified and some sounds have been tweaked and/or made louder
- The custom music import system has been changed and should now be faster at loading songs after the first time
- An extra section has been added to the settings just for custom music, including the dropdown to select the song to be played at the title screen
- In case no custom music is loaded, an extra pop-up will appear when entering the Last Dance menu or the music section of the settings menu, with the option to open the custom music folder to paste music files there. This pop-up already showed up when entering the Last Dance menu, but it didn't have the extra button to open the folder, instead it doxxed you by displaying its absolute path on the computer (and without a button to copy the path? Boy, I sure hope somebody got fired for that blunder...)
- The 'git load' command has been modified such that the loaded document's content will be copied to your clipboard instead of replacing your current document's content
- In case of an error, an extra menu has been added that will display the error and ask you to either go back to the title screen or quit the game
- A scrolling background has been added to the title screen, you'll no longer have to stare at your reflection on the screen :P
- When playing Last Dance, your windows can now be blocked by blinders that need to be held up. A dropdown will allow you to pick between having nothing, balloons or blinders blocking your windows. Even if you can't block the door if Melissa is in front of you, you can still interact with the blinders
- A new texture set has been added: 'Finite Spaghetti' is now available in the settings menu
- Post-processing has been slightly toned down
- Some characters' sprites have been slightly tweaked, such as Cupcake having puffier hair and swapping her spiked bracelets for a non-spiky choker
...that's it? What about the secret- oh, oh. Well, better get going! Have fun secret-hunting and stay tuned for more updates <3
(1/04/24) 1.3.1: not happy monday >:(
Hey, turns out that 1.3 has no bugs whatsoever... April Fools! :P
Turns out I missed a couple issues regarding some new features, alongside some really old ones... Guess I'm the fool this time around.
- Last Dance no longer needs custom music! If no song is sected, endless mode will be enabled
- Fixed some issues with an April Fools easter egg in the characters section
- Fixed a crash regarding the 'git load' command if no file or directory was specified
- Fixed a crash regarding Last Dance's secret modes, which allowed you to enter even if no custom music was loaded
- Fixed some possible issues with Proto-Carla's dynamic speed control of the Game Terminal, alongside slightly speeding up one of the secret minigames' base speed
- Fixed a typo on pow_2's subject
- Fixed a visual bug in the 'status' command's output if no function prototypes were listed
- Fixed a minor tip regarding 'git load' and 'git restore' in the Tips section
And that should be it: my apologies, Cris! n-n" I'm lucky she's the only one playing this, aside from me, of course :P (luv u bestie <3 thx 4 playing)
(1/04/24) 1.3.2: a few days ago i accidentally chewed on a chunk of black pepper while i was eating and i feel like that's the closest i'll ever get to experiencing the nuclear split that takes place inside an atomic bomb so anyways how's your day going
Yep, it's me, back at it again. Turns out I messed up in the last update and created a bug that makes the game brutally unfair unless you've played before and memorized all of the exercises: if you're playing without the deluxe status panel (which is secret, so it's very likely) and you get an exercise with no external functions (write, malloc, free, etc.) allowed, you won't be told the function prototypes. That's obviously fixed now, but that's not even the most important thing: get this, I got a SECOND playtester. Earth-shattering information, I know. He enjoyed the game overall, gave me some minor tips to make the game more accessible and quicker to play... and failed on a 37-minute run due to an impulsive click on Melissa. After that, it was clear that I underestimated the length and difficulty of the later exams, especially for newcomers.
- A new option has been added to Exam Progression: Casual. Casual progression is half as long as Quick, but there are no bonus exercises, so you can get at most an S-Rank. If Exam Progression is set to Automatic (which is set by default) and you still haven't beaten the main 5 exams, Casual progression will be applied
- An indicator has been added to the door to let you know whether you're closing it or not, makes the controls more obvious. Since there are no enemies that require you to close the door or hold it shut in the first two exams, this indicator will not show up in those
- Proto-Carla's movement interval has been slightly increased: it used to be a random number between 20 and 30 seconds, now it's between 24 and 32
- H41 will now give a 10-second leeway before shutting down the selected servers, giving you a chance to stop it without having to wait for a 5-second reboot. Extra tweaks have been made to the server GUI but no other major changes have been made
- Lap 2's question now gives a bit more information about what you're getting into
- Fixed an issue where the command line wouldn't get automatically focused on
- 'vi' and 'nano' can now be used as aliases to 'vim' in the command line
- The name of the file you're editing will now show up on the text editor's window
- Fixed a typo on write_digits' subject
- 'git grade' no longer shows up on the 'help' command's list: this was meant to be an endgame command, but given that there's an even better version and that Exam 3 also introduces a new command, it will be re-listed from Exam 3 onwards.
- Empty git files will no longer be automatically created when starting a new exercise
- Fixed an issue with the Characters panel
- Updated the Tips panel, given that 'git load' now works differently
And that should be it! Hopefully there won't be a need for more hotfixes until 1.4 :P Take care out there <3 and thanks for playing!
(21/06/24) 1.4: does anyone actually enjoy summer?? idk anyways here's 1.4
Starting to run out of ways to say "Long time no see, eh?" :P
New stuff:
- Modified a couple exercises (starting to become a common occurrence, I know)
- The start animation at the Title Screen can now be skipped by pressing/clicking while it's playing
- Fixed a bug that allowed Melissa and Barcode to theoretically overlap in a really niche scenario
- Speaking of the monitor duo, they'll no longer show up while Midnight is knocking on the door, you're welcome!
- Aggressive Midnight's door knock multiplier has been buffed from x2 to x2.5: she'll knock x2.5 faster, but she'll knock 20 times (8 x 2.5) before getting in
- Windowed mode resolution can now be adjusted in the settings menu
- 16:10 is now supported
- Tabulating now works on Linux! I have no idea as to why it happens and why it's everywhere but on Windows, so I made my own hotfix: if on your Linux tab worked fine and now it double-tabs... sorry, I guess :(
- Updated the graphic representation of checkmarks in the UIs
- FFMPEG will now check for both a local file and a command line instruction when trying to load custom music: the Windows version still includes ffmpeg.exe and Linux still doesn't (takes up less space and I expect Linux users to know their way around the command line much better than Windows users, especially if they're playing Terminal Evaluation), but the latter will now recognize ffmpeg as a local file in <Game_Folder>\Terminal Evaluation (Demo)_Data\StreamingAssets\music\utils, in case you're having issues installing the ffmpeg package or would just rather insert it locally. In case both exist, the command line instruction takes priority as the "true" ffmpeg.
- 5 new texture packs! Sunset Skyline and Synthwave Stardom are two different takes on a similar concept, same with Sandy Shores and Pool Party (which new characters that swap with Proto-Carla, Melissa and Princess Lightdress) and Splendid Spectrum was added as a Pride Month commemoration :D (it won't go away after June, what kinda marketing stuntman do you take me for?!)
- Server-related attacks now have a visual queue as well, likewise with the Game Monitor if Proto-Carla is close to fully coming out and ending your run
- Princess Lighterdress is still in the game. There's nothing new to her, but I wanted to make her presence known
Tournament Mode was also supposed to make its debut in this update, but I had to delay it due to time constraints :( Fear not though, parts of it are out in the open... if you know where to look, of course. As for now, I'll let you in on a little secret: a harder variant of Tournament Mode may attract some unwanted company, hee hee hee...
And that should be it for this update, hopefully Tournament Mode will see the light of day during summer before we all melt from the heat. Anyways, hate to cut this short but I really need to go: you know how it is, minishells to finish, qubits to entangle...
See you on the flipside, and don't forget to put on sunscreen!
(30/09/24) 1.4.1: so you're telling me that a stop gapped this update
So, I was planning to have the next update be the "Tournament Mode" Update, but that's still gonna take a bit :( so I decided to release a stopgap update with a couple quality of life features :D
New stuff:
- Enemy combos are fixed! Or rather, implemented: they were supposed to be working for a while now, but apparently only half of the code was working as intended, so... Well, they're here now! And all it took was a line of code... Anyways, if you don't like the idea of enemies having a set chance of ganging up on you, they can always be disabled at the bottom of the settings panel, speaking of which...
- You can now enable a "Subtitles Panel" in the settings menu! This is crucial for people who can't hear the sound queues or just want a visual of those queues, although it can also prove useful if you don't fully know what every sound signals: you can set the subtitles to "Explicit" mode, which will have more explicit transcriptions of the played sound effects.
Aside from some minor tweaks, that's pretty much it: I haven't devoted a lot of time to this project in the last couple months (the CPPs nor the cub3d are gonna do themselves, plus I revived and refurbished some old VR projects), and most of that time has been spent in either Tournament Mode or the upcoming Halloween / 1-Year Anniversary update (which might not be fully finished by October 31st, but I'll see what I can get done by then). But if you're really desperate for a taste of what might be coming, there's a little something hidden if you know the codeword... On a completely unrelated note, audible wink, I got past the microshell exam a few days ago :D honestly it went worse than expected (my practice par time is around 15-20mins, whereas it took me about an hour the day of the exam due to some... unforeseen complications) but I'm proud of making it to that sweet, sweet 100 nonetheless, especially because it means that I now understand how to use the pipe, fork and execve trifecta! Now I just need to hand in cub3d, which is mostly done, and lock in and study NetPractice, which is gonna be a harlot to learn :(
Now, on a truly unrelated note, I'm back on the Ultrakill and Balatro grind. Yup, that's it :3
Well, like I said, this is a stopgap update until October 31st, where I'll try and have something worthy of both Halloween and the 1-Year Anniversay... We'll see what happens, take care until then! You're on your own after that >:3
(04/10/24) 1.4.2: hey so i was supposed to upload this october 1st but i got sick and couldn't muster up the energy to do so, good thing no one plays this thing lmao
Yo, I'm back: I was showing off the new update to a couple friends and I realized that I couldn't turn around in the new secret exam, making it pretty much impossible to clear. In my defense I'll say that the turning restriction was only applied when playing outside the Unity editor and I completely forgot about it: I still shot myself in the foot, don't get me wrong, but at least I... I... I got nothing. Yeah, that was a numbskull move on my end, sorry for the inconvenience :(
Anyways, the new secret exam should be fixed and playable now (I also turned the enemies down a notch because they were ruthlessly persistent, you can tell they were not meant to be all enabled at once) and that's pretty much it. At least now we have an excuse to have a 4 and a 2 in that order in the version number :P
Well, see you in less than a month!
(31/10/24) 1.5: Happy Halloween / 1st Anniversary!
Yep, that's right, it's been 1 whole year since 1.0 came out! I'm genuinely amazed that this project has stuck with me through thick and thin for so long, I guess I got too attached to the characters and the story to just let it go after a few months... (yes there is "lore" and no i will not elaborate any further i don't think itch.io has enough disk space on theirs servers to host my ramblings)
Anyways, here are some of the new features to celebrate:
- Two new texture sets for the office! One for Halloween (Mischief Mansion) and one for the 1-Year Anniversary (Haunting Hallow)
- Halloween-exclusive enemies! If Mischief Mansion is selected as your office's texture set, some new enemies might show up: some are just re-designs of already existing enemies, some add slight variations to their behaviour, and some are outright brand-new threats!
- A "new" rank: if Haunting Hallow is selected, a P-Rank (or R-Rank, they're functionally the same) will be replaced with a hovering Ace card, the suit of the card depending on your currently selected guardian angel
- Wildcard will no longer auto-turn the camera when preparing a new attack, but will instead play a sound queue
- The color emblems on Wildcard's cards have been slightly altered
- Fixed some issues with the 'Server Status' warning
- The 'halconfig' panel can now be closed via the Alt key
- Tom Cardy has been added to the special thanks, the guy deserves it after all of the imaginary AMVs (and I was playing Hot Shit 24/7 while developing 1.0 of the game)
This update was supposed to be significantly bigger (Tournament Mode being finished, for example), but life got in the way and I had to yield: I still feel like this is good enough and still has a lot of care put into it, and it's not like the "missing" content is just gone forever, it'll hopefully be rolled out via minor updated overtime. Things have changed a little (for the better) on my end: a couple weeks ago we finally finished cub3D (second attempt, 125/100) so now I'm one circle closer to ft_trascendence... which is very scary. Aside from that, I've finally had the guts to P-Rank all of Ultrakill's Act I and unlocking P-1 (still haven't seen Minos, Flesh Prison is rough) and just today I got all 150 jokers on Balatro on mobile (with only 1 repeat legendary, can't really complain given that I got like 5-6 on PC)
Well, this is about as much as I have to say for this update: I'm super amazed at how this game as personally evolved from an experimental inside joke to a universe of characters that not only live rent-free in my head, but have ascended to landlords of the neurons. I'd like to say that one day the game will have cutscenes and intermissions explaining the lore and not only giving some personality to this colorful cast but also expand it, but I'd rather not make a promise I'm not sure I can keep. Regardless, I'll see what I can do: I know there are some people out there that enjoy this, so I'd like to not disappoint them. Happy Halloween, let's see if we make it to the second anniversary <3
Aviso: Este FAQ fue escrito para la versión 1.0.0 de Terminal Evaluation (Demo) y sólo queda aquí conservado por su valor sentimental, así que es posible que haya información contradictoria al compararla con futuras versiones. En caso de conflicto, la información nueva tendrá prioridad por regla general.
[FAQ]
Q: Qué es FAQ?
A: FAQ (Frequently Asked Questions) es una sección donde me voy a inventar las posibles preguntas que podáis tener y responderlas, que empiece el show!
Q: De qué va el juego?
A: 5 exámenes de C, cada uno más largo y con más distracciones que el anterior. Aprueba los 5 exámenes y has ganado! No parece muy difícil a primera vista...
Q: Cómo se juega?
A: Ratón y teclado, aunque el 95% de las acciones son sólo teclado, ya que vas a tener que escribir bastante. Las teclas/botones importantes para ciertas acciones son Espacio, Control/Shift izquierdos, Escape y botón izquierdo del ratón. Puedes ver los controles en la pestaña de ayuda en la pantalla de inicio.
Q: Ayuda al corregir un ejercicio me salta el antivirus D:
A: El código que entregues siempre se compilará en el mismo archivo, puedes añadir una excepción en el antivirus.
Q: Me da error de "Permission denied" al corregir / Me ha salido un timeout de compilación!
A: Eso es Windows haciendo de las suyas, en el caso de "Permission denied" seguramente es que un proceso de corrección se ha cerrado mal y Windows ha dejado ciertos archivos bloqueados. La única solución que tengo para eso es reiniciar el ordenador...
Q: pues vaya puta mierda de solución
A: oye no digas palabrotas que mi madre está leyendo esto >:(
Q: No tengo Windows :(
A: No descarto hacer una versión de Linux en algún momento, pero serían necesarias bastantes alteraciones en el sistema de evaluación, así que llevaría su tiempo. Si tienes Ubuntu u otra distribución popular de Linux, existe la posibilidad de utilizar Wine, aunque es posible que afecte al rendimiento del juego...
Q: eso no era una pregunta.
A: Lo tuyo tampoco.
Q: Why is the whole game in English?
A: Dunno, just feel like it every time I make a game. I suppose it's part of my style at this point :P
Q: Esto es sólo la demo?
A: Aún faltan cosas que sabía que no iba a tener tiempo de hacer: pulido general, desafíos extra y un sexto examen final que sea diferente de los otros 5, el "jefe final" del juego. A pesar de ello, tienes a tu disposición los 5 exámenes principales, un desafío extra con la dificultad subida al máximo y Last Dance, el equivalente a Custom Night.
Q: Oye tengo una idea para lo del examen final-
A: Me temo que todo lo que falta ya está planeado: si no está incluido es más por tema de tiempo que otra cosa. No busco ideas, lo siento :(
Q: Y qué tienes pensado???
A: Es sorpresa, además que ya he dado bastantes pistas: al igual que en Playtime with Percy, el desafío obligatorio final tendrá lugar en un nuevo entorno con mecánicas nuevas, aunque mantienen cierta semejanza a las que ya han sido presentadas para que no sea totalmente nuevo. Si quieres intentar predecir lo que te espera, siempre puedes analizar la noche final de Playtime with Percy y ver que ideas se te ocurren :P
Q: He encontrado un bug!
A: Primero que todo me disculpo si te ha hecho perder progreso o algo, de verdad. Mi nick de la intra es pfontenl y me llamo justagreentoast en Discord si quieres ponerte en contacto conmigo, aunque sea de Cornellá prefiero las palabras (y los bizums) a las puñaladas.
Q: Se supone que los enemigos hacen referencia a algo de 42?
A: Los únicos enemigos que hacen referencia a 42 son H41 y H42, el resto son personajes propios. A parte de eso como mucho puedes sacar que Cindy es de Pac-Man, pero poco más.
Q: H42? Cindy?
A: Consigue una S o una P en todos los exámenes y ya entenderás.
Q: S???
A: Ah sí, es sistema de rangos: al terminar un examen se te asignará un rango según cuántos fallos hayas cometido: 0 fallos es una S, 1 fallo es A, 2 es B, 3 es C, 4 o más es D. Hacer un examen entero sin fallos te da una P, pero fallar te baja a una A directamente.
Q: He fallado una vez y tengo una P igual!
A: Dale las gracias a tu ángel guardián: si consigues aprobar el examen sin cometer un sólo fallo, tu ángel guardián te permite cometer un error en las preguntas extra sin perder la P.
Q: En algún momento habías pensado en añadir al staff como enemigos?
A: Apareció la idea en la fase inicial, pero fue descartada bastante pronto ya que me daba cosa añadir a gente (o representaciones suyas) sin su consentimiento, además de encariñarme demasiado rápido con los diseños y mecánicas para los enemigos actuales. La única excepción a lo primero son H41 y H42, ya que considero a HAL una entidad omnipotente de 42 más que a una representación de una sola persona, además de que me pareció que encajaría bien como uno de los últimos enemigos, la mecánica de H41 estando inspirada por sus mensajes en los últimos días de la piscina.
Q: Es 100% original la idea del juego?
A: Nop, el núcleo base del gameplay está fotocopiado de Playtime with Percy y el rango P es una referencia a Pizza Tower. Si te ha gustado el frenetismo de las mecánicas y el riesgo-recompensa del margen de error de los enemigos, no sé que haces leyendo esto aún:
https://gamejolt.com/games/PwP/669217
Q: como se te ha ocurrido esta fumada tio
A: El día antes de la piscina descubrí Playtime with Percy y me encantó, así que lo tuve en la cabeza durante toda la piscina. En el examen final tenía 4 terminales abiertas en la pantalla y pensé "jajaj esto haría un fnaf muy loco", y aquí estamos 2 meses después!
Q: Cómo funcionan los exámenes?
A: El juego coge de una piscina de ejercicios ordenados por dificultad y genera una lista de ejercicios aleatoria, subiendo el nivel de dificultad cada 3 ejercicios: hasta llegar a la segunda mitad del juego no tendrás cosas mucho más difíciles que un strlen o un swap, aunque en el extremo final de dificultad entran en la baraja itoa, split y algún otro crimen de guerra del estilo.
Q: Cuántos ejercicios hay en total?
A: 42
Q: 42?!
A: Se supone que 42 es la respuesta, no la pregunta :P
Q: Y a qué responde 42?
A: A todo en general.
Q: Cuál es el lore?
A: No hay "lore" en el juego, el máximo de historia que tiene el juego ahora mismo son los motivos que tiene cada personaje para irrumpir en tu examen y sus mecánicas a la hora de intentarlo.
Q: ¿Sabes que te has dejado todos los signos de interrogación de apertura, verdad?
A:
Q: Cómo has conseguido simular una mini-Moulinette en Unity?
A: Con mucha suerte la verdad, es un milagro que no se haya prendido fuego la infraestructura. Estoy seguro que hay mejores formas de hacerlo, sobre todo si el juego fuera para Linux, pero esto es a lo que he conseguido llegar. Ah sí, gracias a alajara- por enseñarme que puedes usar el comando nm en archivos .o para ver qué funciones externas se utilizan, antes de saberlo los ejercicios permitían utilizar cualquier función de cualquier librería.
Q: Unity???
A: Lo sé, tengo la intención de que este sea de mis últimos proyectos en Unity :(
Q: Puedo hacer copia-pega de código si me atasco?
A: Sí: soy consciente que hay múltiples formas de hacer trampas en el juego, puedes recurrir a ellas si realmente lo consideras necesario.
Q: fumo?
A: no fumes coño es malo
Q: Muy fácil el juego B-)
A: Enhorabuena, sabes programar rápido! Si buscas un reto más difícil, siempre puedes intentar los desafíos opcionales o ir a 42 y solicitar una corrección del staff.
Q: Ayuda me han matado como 5 veces ya
A: Recuerda que no hay límite de tiempo: si ves que estás en peligro, deja de programar y céntrate en defenderte. Si no sabes por qué has muerto, siempre te aparecerá en la pantalla de Game Over información sobre el enemigo que te haya pillado. Si ves que aun así no puedes pasar, siempre puedes pedirle a una amiga que te vigile la puerta...
Q: Y los jumpscares? >:(
A: El motivo principal por el que no hay jumpscares es porque un jumpscare decente requiere tiempo y destreza audiovisual, cosas que no tengo. La excusa para no tener jumpscares es que, según el canon del juego, nadie se te tira encima para matarte si pierdes: te interrumpen el examen pero poco más.
Q: Me despierto en el sofá y ya no estás conmigo :(
A: HE MIRADO EN CADA ARMARIO Y NO ENCUENTRO TU ABRIGO :'D
Q: Ostras que guapo lo de Last Dance, es como cuando ponen música al final de un examen XD
A: GRACIAS ESA ES LA GRACIA- perdón, me he sentido visto y me ha podido la euforia.
Q: wtf y quien sos vos¿¿
A: Si no sabes quién soy, puede que este juego no sea para ti: esto no quiere decir que no puedas jugarlo o que no quiero que lo juegues o nada de eso, más bien que parte de la experiencia de crear y jugar este juego va acompañada de las relativamente recientes vivencias con mis compañeros más cercanos. Este juego es más una extensión de mi persona que un producto completo y diseñado para un público amplio. En cualquier caso, espero que lo disfrutes <3
Q: si si se nota tu estilo la verdad, ig de la minita de lila?? 👀🔥🔥
A:
Q: Llevamos bastantes preguntas, hay algo a lo que quieras responder tú?
A: Gracias, yo: recordemos que este FAQ soy yo a solas en mi habitación un jueves por la tarde. Diría que ya he plasmado todo lo que quería remarcar: esto es un fangame de 42, está basado en Playtime with Percy, es un experimento raro pensado para mis amigos y poca gente más, puedes hacer trampas si quieres, puedes decirme algo si quieres, puedes darme las llaves de tu coche si quieres, etc.
"Vas a hacer más juegos de 42?" Tengo algunas ideas en mente que me gustaría llevar a cabo relativamente pronto, así que con suerte sí! Si tú también quieres hacer un fangame de 42 y puedes compaginarlo con el resto de cosas, tienes todos mis ánimos y mi respeto, pero recuerda que el camino no va a ser nada fácil y que no pasa nada si tienes que aparcarlo o decides abandonarlo, tu situación personal tiene prioridad sobre todo.
"Qué es lo que más te gusta de 42?" El peer-to-peer y la cultura de hermandad y compañerismo implícito que genera, el sentimiento de ser todos contra la máquina en un único equipo. Hay más de un día que voy a 42 más motivado por las personas que he conocido que por los desafíos del curso, y eso no es fácil conseguirlo.
"Qué le dirías a tu audiencia?" Francamente no espero que este juego salga de mi grupo de amigos, así que sea lo que sea puedo decírselo en persona :P Aunque en el caso que esto empiece a llegar a gente fuera de mi círculo, os pido que no seáis muy fanáticos o muy duros con el proyecto: no planeo ser el siguiente Toby Fox, sólo soy un notas al que le gusta hacer sus historietas y sus experimentos. Lo siento si este mensaje parece innecesario, es sólo que publicar esto me genera bastante paranoia respecto a todas las formas en las que se me puede ir de las manos.
Q: Así que este es el final...?
A: De este FAQ sí, pero a esta historia aún le quedan muchos capítulos. Gracias por llegar hasta aquí, os quiero <3
Updated | 21 days ago |
Status | Released |
Platforms | Windows, Linux |
Author | JustAGreenToast |
Genre | Puzzle |
Tags | Experimental, Five Nights at Freddy's, Pixel Art, Singleplayer |