Commenti
discussione: Umurangi Generation
United Statesredmars1 year ago

I'm a little hesitant to split the current categories based on platform since there's still relatively few runners in the game overall. The site can already filter any leaderboard by platform, but I'll see if there are other platform options in the board setup that don't add too much clutter while we're still small.

Skateless we can totally setup! I'm thinking of doing it as a sub-category for the existing ones. I'll take a look in the settings and see what makes the most sense. I will probably add a rule that you need to show the skates removed from the inventory, just to make them slightly easier to verify. Does that seem fair?

While were on the topic of categories, is there any interest in individual level leaderboards? I think with Speedrun Mode, it might be an easier entry point for new runners rather than the full game. But I didn't want to set them up if no one would use them.

United Statesredmars2 years ago

Nice run! And our first run on console!

Honestly really like the vibe of the no skates run. Maybe that should be a thing.

DrRoscotnik piace questo
discussione: Umurangi Generation
United Statesredmars2 years ago

I uploaded a new save here: https://www.speedrun.com/resourceasset/o7mb2

You should just need to replace the playerProgress.fdsave file to unlock everything, but I included the individual level save files just in case they're required.

Let me know if it works for you!

DoubleclickEB piace questo
discussione: Umurangi Generation
United Statesredmars2 years ago

Hello and welcome! You're right that save is very out of date. I will grab my save on the latest version & get that uploaded sometime this weekend!

DoubleclickEB piace questo
United Statesredmars2 years ago

Updated the video link to the public youtube link at the start of the run (1:55).

Nice run!

United Statesredmars3 years ago

It's more important to me that the categories reflect what people want to run. There's sort of 2 different runs here, and we're really just deciding what the current 100% label means. I'm personally more interested in the "All Wildlife" version (primary only), but if anyone wants to run the "All Jobs" version (primary & secondary?), then we should absolutely have room for both. Alba is a small board, so we shouldn't need to overthink it too much.

Either way, I think the category rules should be updated to clarify what is expected. Here are my suggestions for those additions, but feel free to edit if they're not clear.

"All Wildlife" should have something like:

  • must complete the wildlife guide.
  • must complete all assigned to-do list tasks.

"All Jobs" would have something like:

  • must complete the wildlife guide.
  • must complete all possible to-do list tasks including side jobs.

If we're okay with the "All Wildlife" version of 100% for now, we can start there, and we always have the option to spin off a category later if there's demand for the "All Jobs" version.

United Statesredmars3 years ago

I tend to agree that primary jobs should be sufficient. I personally think the more interesting part of 100% is the wildlife guide completion. The main case I see for secondary jobs is that they are technically "real" quests that tend to result in petition signatures. However they don't really feed into a meaningful completion tracking outside of that.

I'll start by routing primaries only, but if folks feel strongly about it can work in the additional jobs.

United Statesredmars3 years ago

I'm working on a 100% route and was hoping to get some clarification from the community on what should be required for that category. The rules state you must "complete all jobs", which is a bit unclear in practice.

I've identified 3 basic types of "jobs":

  • Primary - these show up in your to-do list automatically (scan animals, repair signs, cleanup the island)
  • Secondary - these only show up in your to-do list if you start them (ice cream, lost dog, oil spill)
  • Unrecorded - these never show up in your to-do list (fix birdhouses, fill bird feeders, cleanup trash cans, open shortcuts)

Obviously primary jobs should be completed for 100%. I could see a case for ignoring secondary jobs, but they also seem fair to include. The unrecorded tasks seem harder to track and maybe make verification trickier.

Curious what others think about this before I finalize a route and start some runs. Thanks in advance for your thoughts!

discussione: Umurangi Generation
United Statesredmars3 years ago

I started working on speedrun mode 100% and found a bug with the All Bonus Objectives stat at the end of the run. It will sometimes incorrectly show that you didn't complete all bonus objectives even if you did. Until that bug gets fixed, we'll probably need to show the pause menu for each level to verify bonus objectives were actually completed. :(

discussione: Umurangi Generation
United Statesredmars3 years ago

Not sure how this might be useful, but found it while testing wall clips in the latest version (post-switch release / speedrun mode patch).

You can store jump height by sprinting against a surface and mashing jump, then breaking contact with the surface.

amber piace questo
discussione: Umurangi Generation
United Statesredmars3 years ago

I was wondering about load times, so it's nice to have the comparison point. Makes sense to use in-game time for speedrun mode then since we have it. The fact that the timer pauses doesn't bother me so much unless people find a weird way to break it in the future.

discussione: Umurangi Generation
United Statesredmars3 years ago

Speedrun mode does skip Final Delivery. The "No Macro" version of speedrun mode is bugged at the moment, so I'm not sure if that one would skip it as well.

I'm not really sure the best way to keep the categories tidy overall, but at the very least we could use Speedrun Mode Any% & 100%. I think it makes sense for those to be new categories, since we didn't have a full game / all levels category yet anyway.

If we want to preserve the existing categories and people still want to run those, we could call them out as Normal mode runs for now, borrowing the game's own terminology to distinguish Normal & Speedrun modes.

Past that, I would suggest we just handle new category changes as the need arises. If people really want to run Normal mode or clean saves or ILs or whatever, then we can definitely adjust to meet those demands.

ilike piace questo
discussione: Umurangi Generation
United Statesredmars3 years ago

I actually agree about the results screen. I liked the fact that taking fewer photos rewarded you by shortening that screen. Plus, I didn't mind the breather between levels. However, the new version lets you press escape to skip to the end of the results immediately. So even in normal mode runs, the result screen will always just be how fast can you press escape and click next delivery. :(

discussione: Umurangi Generation
United Statesredmars3 years ago

Speedrun Mode has been out for a week, so I wanted to start a discussion on how those changes impact our runs.

Full Game Speedrun mode lets us easily run the whole game at once, from Mauao View through Underground City skipping Final Delivery. Speedrun Mode Any% & 100% feel like decent upgrades to our current default NG+ categories.

Timer The in-game timer seems to behave similarly to the normal mode timer, which means it pauses when you bring up the menu. My gut is this won't replace real-time, but I could see a case for it if we're alright with the pausing, and we don't find a way to break the timer itself.

Results Screen Removing the results screen between levels really speeds up the run, but I noticed it removes some feedback from 100%. You can miss a bonus objective and not realize it until the very end. Also, the speedrun (single) results doesn't say what level was played. I was hoping it would be possible to submit screenshots instead of full video if we decide to use the in-game timer. Edit: Also worth mentioning that the normal mode results screen is now skippable by pressing escape.

Movement It feels like the movement & physics has changed a bit, so everything is similar but slightly off. I've noticed triple-jumps sometime feel more floaty. Sprint seems to break less often just by running over different surfaces, but geometry often feels stickier. Sometimes you brush a railing and just stick to it rather than falling off it.

Wall Clips This is the big one. The physics changes have made some of our wall clips much less reliable. Wedging yourself between objects still works pretty well. But, using a Standard-lens sprint jump head on either just doesn't work, or will get you through the wall but you lose most of your forward momentum.

Framerate The PC patch shipped with a bug that had move speed & jump height tied to framerate. That seems to be resolved, but it's worth noting in case there's other game behavior that might be manipulated with framerate.

New Game Runs I was hoping that the new inventory system would let us simulate a fresh save by just removing everything from your bag. Unfortunately, removed items won't get re-unlocked even when playing through normal mode. So if anyone wants to do a new game run, you still have to clear your save data manually.

Please add your own findings to this thread! I'm curious if anyone has more thoughts on how our categories should change going forward.

pmcTRILOGY piace questo
discussione: Umurangi Generation
United Statesredmars4 years ago

Thanks ilike!

While we're on the topic, does anyone have any ideas on how to end the monument event faster? It seems a bit RNG, but I can't really tell what triggers the transition to the end of the level. Cops seem to ignore you up until a certain point (I'm not sure if time or distance based). But I've also noticed them getting stuck, or them running up to you but not triggering the level end for a while.

discussione: Umurangi Generation
United Statesredmars4 years ago

Since Underground City doesn't have the same "final shot" mechanic as Final Delivery in base game, where do we want to end time in those categories?

I think when you press E on the delivery marker to exit the level makes sense since that's what rolls the credits. However, there doesn't seem to be a way to skip or accelerate the monument event, so I could understand the case for ending the run earlier. Any thoughts?

This may end up being a moot point once the speedrun mode arrives.

Info su redmars
Iscritto
4 years ago
Online
today
Runs
27
Giochi corso
Umurangi Generation
Umurangi Generation
Ultima corsa 3 years ago
19
Runs
El Paso, Elsewhere
El Paso, Elsewhere
Ultima corsa 1 year ago
3
Runs
Alba: A Wildlife Adventure
Alba: A Wildlife Adventure
Ultima corsa 3 years ago
2
Runs
Cellular Harvest
Cellular Harvest
Ultima corsa 3 years ago
2
Runs
Pick Pack Pup
Pick Pack Pup
Ultima corsa 2 years ago
1
Run
Giochi seguiti
Viewfinder
Viewfinder
Ultima visita 1 year ago
6
visite
Bomb Rush Cyberfunk
Bomb Rush Cyberfunk
Ultima visita 1 year ago
16
visite
El Paso, Elsewhere
El Paso, Elsewhere
Ultima visita 1 year ago
26
visite
Umurangi Generation
Umurangi Generation
Ultima visita 1 year ago
5,300
visite
Cellular Harvest
Cellular Harvest
Ultima visita 1 year ago
114
visite
Fast & Furious Crossroads
Fast & Furious Crossroads
Ultima visita 1 year ago
20
visite
Alba: A Wildlife Adventure
Alba: A Wildlife Adventure
Ultima visita 1 year ago
170
visite
An Airport for Aliens Currently Run by Dogs
36
visite
Giochi moderati
Umurangi Generation
Umurangi Generation
Ultima azione 5 months ago
5
azioni
Cellular Harvest
Cellular Harvest
Ultima azione 3 years ago
2
azioni