Tq codes escape simulator1/31/2024 It’s a huge group now - before it was the 13 of us for The Collab: Boardgames, now there’s 24 with everyone offering varying levels of support. What are your future plans for designing rooms in Escape Simulator? Do you have any big projects in the works? ) We're currently working on a new Collab map. One of my favourite comments to my rooms was, "this room made me rethink everything I thought I knew about space and time" haha. It was surreal walking into his TV studio set (which he made in Rec Room!), shaking his hand, waiting behind the studio for my cue, walking out like I was on the set of The Tonight Show, such a fun experience. That was so much fun, Poly is a super cool and funny content creator. Poly (Twitch/YouTube content creator from Australia) played through my maps, we did an interview live on Rec Room (social VR game). It’s always heartwarming when players offer to help out with playtesting or otherwise just enjoy my maps.Īfter Dr. At the end he was nice enough to offer his voice for the sequel. Murk didn’t believe me when I first stopped by to watch him play The Devilish Diorama, he thought I was trying to impersonate the creator XD. What are some of the nicest reactions or interactions you’ve had with people who played one of your rooms? I love popping into streams of people playing my maps, it's so funny watching their reactions especially when they don't believe it’s me. It was amazing to watch him play through that live. I included some sus cowboy lines to throw him off like "It's time for a good old rope and choke".Ī while back he played the Cats In Time room in Escape Simulator, there he threw a kite (a key item) out the window and immediately regretted it - I included the same kite as hidden secret in The Devilish Diorama 2 along with some easter eggs specifically about him haha. He even improvised lines which were so good I had to include them. I wanted to channel his chaotic and irreverent energy so I gave him exaggerated, over the top lines. Murk [(a Twitch/YouTube streamer) is a super talented voice actor so I gave him a lot of different roles including a voice answering machine, an animatronic cowboy, and a businessman (think of the manager from the movie Office Space). This was the first time I used a voice actor in my room. I had a lot of fun making The Devilish Diorama 2. It was super fun making an experience that was ominous but also completely over the top and ridiculous. I won't spoil it, but it makes fun of a lot of things like corporate sponsorship and branding, PC gamer culture and streamers. It's also important to sell your room with a unique and instantly recognizable hook.Ĭan you share any memorable experiences or funny stories that have happened while you were designing or playing your escape rooms? I had a lot of fun designing the final boss room in The Ominous Obelisk. To make yourself stand out on steam workshop, use a distinctive preview image with high contrast and a large, legible font. I test my rooms with 1) an underpowered PC, 2) multiplayer (with a second copy of the game I bought myself), and 3) with a gamepad. It is super important to test your room in different configurations since everyone will play it differently. I usually delete the standard walls/ceilings/floors the room editor provides you at the start and make my own with the given props, this gives a lot more freedom on laying out the room. The visibility activator will let you load/unload chunks of your room to save on performance which is crucial for larger maps. Using the empty logic object and parenting objects together is very useful and can help you build very complex, multi-faceted compound objects. Knowing how to chain locks together and send values between them allows for some pretty nuanced logic even without Lua. What are some tips and tricks you can share with players who want to try their hand at designing rooms in Escape Simulator? It helps a lot to understand how the lock logic object and its different types work (i.e.
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