Information


[Basic Information]


 Halls of Degeneration is a transformation fetish focused Rogue Like game.
 It is made to accept written content from any writers who wish to contribute, and will cater to as many sub-fetishes (with the overall theme being transformation) as possible, provided someone writes them.

 The primary theme is a forced transformation upon the main character of the game, either male or female. The game is written in a 1st person perspective, while the game play is both 1st and 3rd person.

 The combat is not static dice rolls, but instead a simple reflex test (Don't worry, there's a Very Easy mode if you have bad reflexes!), as well as a percision testing game for disarming detected traps.

[Controls/Basic Instructions]


 While traversing the dungeon, the controls are the arrow keys or WASD. They correspond to the 3rd person overhead camera controls.
 Holding the space bar skips turns and allows you to rest, at the cost of hunger.
 If your health is 0 or below, you must hold the space bar to skip turns until you have at least 1 life, before you may move.

 You may also move by clicking on the overhead map. Left Clicking above the player attempts to move up, clicking to the left attempts to move left, etc. etc.
 Right Clicking instead looks that direction, without using up a turn. 

 There are two different styles of combat, detailed in the sections below.

 The list on the far right is your inventory. Click an object in it, then click on one of the buttons below it to carry out that action with that object.

 The bar between the Health and Experience bar is your Hunger bar. Every turn it increases slightly (dependent on the Hunger Rate setting). If it reaches 250 you will begin to have a penalty to statistics until you eat. At 250 you will lose 10% of your statistics, and another 10% for every 25 hunger you have beyond that. At 500 Hunger, you will not regenerate life at all, and have a -90% penalty to all stats!

 The current goal of the game is to reach the lowest floor possible. Each floor will make enemies stronger, and traps deal more damage.
 There are unlimited floors, and new enemies will show up on lower floors (currently there is nothing new past floor 6)

[Combat - Berserker]

The Berserker style of combat uses the keyboard.
Every few seconds, depending on difficulty, a red highlight will appear in one of four directions.
Quickly press the direction of the highlight the moment you see it, using either arrow keys or WASD.
 The faster your press the button, the less damage you take. Should you press the wrong button, you still have a small amount of time to press the correct one to negate some damage, and be able to counter attack.

 After hitting a red highlight, 3 of the 4 directions will be highlighted in blue. These are directions where the enemy is blocking, so press in the direction that there is no indicator to overcome their defense and lower their health.

[Combat - Duelist]

The Duelist style of combat uses the mouse.
 When combat starts, you will have a short time to position the cursor in the combat window before combat starts. When it does, the cursor is hidden and you will directly control the blade.
 Every few seconds a ring will appear, that will shrink. Quickly move the sword to the ring, so that it will be overlapping, and when the ring is small enough it will be blocked. You take less damage the sooner the sword is in position.

 After successfully blocking an attack, a large ring will appear on screen, and shrink into one of the four corners of the screen. A similar principal applies, where you must move the sword to that corner as quickly as possible, to strike the enemy and lower their health.

[Combat - Rogue]

 The Rogue style is for people that prefer chance-based combat instead of skill based. 
 The combat involves simply pushing, or holding, the Space Bar to roll a set of dice.
 If you roll higher, you damage the enemy, if they do, you take damage.
 The higher the discrepancy the more damage.
 While it initially appears far slower, the maximum amount of damage done by each character is actually higher, so few hits are generally required.

[Transformed into a Creature]

 Should your character become transformed completely into a creature, don't fret, it's not over yet! Scattered through the rooms of the maze you will find angelic statues. Remember well where you find them, because if you become fully transformed, they will sacrifice themselves to restore you.

 However, you do not have forever to reach a statue. While transformed your Health, Hunger, and Experience bars will be hidden, and replaced with a single Humanity bar. Each turn the Humanity bar is drained, and if it reaches 0 your mind will be lost and you will forever reside in the Halls as a creature. Furthermore, the creatures of the Halls enjoy nothing more than tempting a transformed victim, and many will toy with you in some fasion should you come across them on your trip to a statue. Beware, for their playful, and sexy, antics will often leave your mind a jumbled mess, and a large chunk of Humanity will be lost!

 Restoratives are also less effective when fully transformed, as your mental image of your previous self is distorted. Using one will clear your mind, fully restoring Humanity, but will not turn you back unless the Humanity bar is already at maximum.


[Transformed into an Object]

 Should you meet the unforunate fate of becoming an inanimate object, such as a doll, you will be unable to move and thus unable to reach a statue.
 Fear not, however, as you can still fight the curse!
 After a few turns of focus, you are able to attempt escape by pressing space.

 The idea of the minigame  is to destroy all the blocks, by bouncing the ball off the catcher.
The catcher is controlled with the Left and Right arrows, or will follow the mouse depending on combat type.
 If the player destroys all the blocks, they are returned to normal.
 However if they miss, they must spend a few turns waiting to regain focus, during which time they lose Humanity. If all Humanity is lost, it is game over.


[Disarming Traps]

 Should you be perceptive enough to spot a devious trap, you will be given a chance to disarm it.

 To begin the disarming process, simply walk over a trap that has been spotted.
You will be presenting with a few items. Two mechanisms on either side of the screen being raised by chains, a lock picking tool, a number of panels dependant on difficulty, and a rope.
 The left and right keys will move the tool, unless you are in Duelist mode where the mouse will.
 Manuver the tool into the open slots of the panels, and it will move up, then drag that panel along with it when it moved.
 Line up all the panels to make a straight like to the rope, and you will cut it, disarming the trap.

 However, if the chain mechanism reaches the docking points, the trap will trigger, having the same effect as if you stepped on it without spotting it.

[The Statistics]


 Right off the bat you will have to distribute 10 points between 4 statistics. These increase abilities in various aspects.

 Power - Increases the damage you deal to an enemy when striking them.
 Toughness - Increases your life total, allowing you to take more damage without a threat to your form.
 Perception - Increases the chance of detecting traps, and thus being able to disarm them, from greater distances.
 Constitution- Increases the health your gain from potions, and the health you regain over time. Also reduces damage from traps.

 Each time you gain enough Experience points you will be able to increase one of these statistics by one.


[Contributing!]


http://hallsofdegeneration.blogspot.ca/p/contributing.html

10 comments:

  1. "The current goal of the game is to reach the lowest floor possible. Each floor will make enemies stronger, and traps deal more damage."
    How many floors are there total?

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  2. I must say that I'm loving this game so far.
    If I may ask, what did you use to create it (language, IDE) ?
    I'm thinking about creating a TF game myself, and I really like the way you integrated graphics with text and menus.

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    Replies
    1. I used Multimedia Fusion 2, and I couldn't recommend it less (for text-heavy games). It's a fine program for most games, but it is very difficult to make it do text based content reliably.
      I only used it because it's something I know quite well, and so I was able to make it work despite itself.

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  3. When using the Challenger potion, do the waves of mobs ever end? I've been fighting for the hour, and they just don't stop. Floor 1.

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    Replies
    1. Yes, they do.
      However the scroll brings every enemy on the floor to you at once, so if you have a large map or higher activity and don't clear any before hand, you will have quite a few to go through in order to win.

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  4. Is there a list of all the enemies, and what floors they start spawning on? I'm 26 floors in, and have only encountered five enemies and 2 types of traps. I love the Nightmare Greaves, and am sad I've yet to run into any "Stallions" to help my "mare" with her "problem".

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    Replies
    1. At this time there are sadly only the 5 enemies, and none are a stallion.

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    2. Ahh, then my rapid descent is a waste of time. I shall be playing again from floor 1 with large floors, so as not to pursue that which isn't implemented yet. So far, I love it, and try my hardest to clear each floor before heading to the next one. One more question though, regarding the Challenger Scroll. When I use it, and kill all of the enemies, I am unable to loot any chests from that point on. Is that intentional, or a bug?

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