Really looking forward to see where this game goes after we have a solid rule set.
Thanks for getting this set in motion Duckie!
So let me get this straight.
True Ending: Don't kill Ira, Fight Red Lady Good Ending: Kill Ira, Fight Red Lady Bad Ending: Kill/save Ira, Don't fight Red Lady
Technically if killing Ira is considered the "Good" ending then most of the runs under "True" should be "Good".
If we separate the categories into Any% True, Any% Good, and Any% Bad we can actually have a consistent spot to stop the timer. Which would always be after you lose control of Linda. That's saving a lot of unnecessary time on the clock just to wait for a cut scene to finish. Just as an example from another game that has subtle differences in their runs, Dino Crisis has 3 main categories Any%, No Weapon, and Best Ending. Each of these categories are 95% similar in terms of strategies, and all make one choice at the end to decide what ending is chosen. Any%, and No Weapon go one way, and Best Ending goes a different way, but it's decided at the same spot. So it's incredibly similar to DreadOut. Once the categories are separated accordingly then we can add in the rules section when to start/stop the timer, as well as how to achieve said endings.
in regards to the 100% categories I honestly wouldn't even bother having them on the main section of the board. No one has ever seemed to have interest in the runs so it might be best to move them in to the miscellaneous leader board area.
I feel like making it a lot more clearer and easier for new runners would make a huge difference in making this game more popular.
IMO, the categories should be labeled as
Any% True Ending Any% Bad Ending 100% Good Ending 100% Bad Ending
It should be obvious that the full game is being ran, and you can make this more obvious by making individual level submissions for each of the Acts.
Really need to clarify when to start and stop the timer in the rules. This will keep causing confusion for new runners, me being one of them.
Honestly the timer should start after you select a new file, and end when you lose control of Linda. Having the timer going through out the end cut scene is completely arbitrary.
I've watched his DC1 record a few times, and I never really saw anything out of place. The thing that just baffled me the most was he only took damage on the 3rd T-Rex encounter, and that's because it's the quickest way to do the fight.
He had mistakes, but all in all its a solid run.
I know for sure this works before and after fighting Scarlet. Not sure any other time.
Recent messing around has led me to discover this new clip for All Bosses NG/NG+.
After beating Scarlet and entering the Town Hall you can skip using the key, watching the Ceremonial Dagger cut scene, and traversing the maze.
This will save around 1:30 when done quick enough.
Thanks again to NeuroticNinett for the inspiration to test different areas out.
Whelp time to finally post some new tech!
Recently I was contacted by NeuroticNinett who had the idea of clipping through gate 4 of the sewer to skip majority of the level. Thanks to her guidance I was able to learn the setup she came up with, and as of right now I've been able to improve on the concept making these clips 100% viable in All Bosses NG+ runs.
Not sure if this is viable in All Bosses NG since you're missing out on ammo drops, but I'm not too sure.
These setups consist of doing two clips to get through Gate 4. The first one I'm still figuring out a consistent setup to get in the wall as quick as possible, but right now I'm letting the wall just bounce me around until it pushes me in. The second clip however I have three different setups.
Shotgun Method
Pistol Method
Shotgun Method 2
Just got a 5:49 on Scrabania using the coin jump. Great find! My game crashed a lot when I was practicing it, but I'm sure it has to do with the constant quick loading
I knew if you dropped a coin while Abe was falling he would keep hit the coin as if he was hitting the ground. Didn't realize you could jump from it
New bee skips strats are OP.
This works on Scrabania too.
So I'm talking to one the people who tested the PC version and he shared me this vide. Let's just say.... Mind was blown.
That Zulag 4 strat is really good. I've tried using the grenades in the past, but I never thought of using them to trigger the motion sensor. Wish I didn't have to work so I could practice that.
I practiced the Paramonia Temple strat, and while it is quicker by a few seconds, I'd rather have more health just in case a bat touches you. Paramonia Temple is really the only stage in the game on Hard where health matters.
As for the Stockyard strat, I did the same movement over 50 times and got it to work about 60% of the time. That one Slig can be in different positions every time you load in to that area. Every time I attempted the strat I would reset the chapter to see if the positioning would be the same, and it changes almost every time. It also seems that Slig will sometimes quick shoot you, or not so that doesn't help either. It really is a good strat don't get me wrong, I just wish it was more consistent, it could end up being a good YOLO strat if you need to save about 5 seconds. Even better, this could be a good strat for Easy and Normal.
Good stuff either way, I'm really happy to see new things for both Hard categories.