After over two years of work, our second earthquake game (Cascadia 9.1) is finished!
It will disappear for a few months in the fall so we can run experiments on its effectiveness as a teaching tool, but you can play it on the web now:
https://peterdrake.itch.io/cascadia-91-internal-test
itch.io
Two important notes:
1) It asks you for a code at the beginning. Enter 1 if you want your character to live in an apartment, 2 for a house.
2) At the end, there's a message about scrolling down to complete the survey; ignore that.
If you find any game-breaking bugs, please let me know!
#GameDev #unity #unity3d #pdx #portland #earthquake #disaster #preparedness
@peterdrake Mrm, bug: When the earthquake happened, I went out of crawling mode and wanted to move to the sliding glass doors... but my character got stuck walking south (into the dinner table) and I couldn't do anything anymore because it's stuck doing that walking.
@trinsec Thanks -- we'll look into that!
@trinsec ... and please try again, avoiding the table at that point.
@peterdrake But during the earthquake the quest was like 'go crawl under the dinner table'?
@trinsec Yes, DURING the quake you're supposed to crawl under the table. You did that, and then after the quake ended you got out from under the table, stood up, and then walked into the table again, right?
@trinsec I can't seem to reproduce this issues, but I'll keep an eye out for it. C shouldn't do anything after the quake is over. You were walking, not crawling, when you got stuck?
I'm glad you were able to 100% the game!
The tarp is hung up last because everything else is going under the tarp; if you put that up first, you wouldn't (from this camera angle) be able to see what you were doing. The tarp is for privacy; the smaller wooden lid that is added with the plywood is to cover the hole.
If you're curious, the apartment condition has a different sanitation system: a 2-bucket toilet.
Many thanks for testing!
@trinsec It's possible. We've had a number of nasty bugs that derive from the event-driven, multithreaded nature of Unity. It can be difficult to guarantee that one event happens before another and some bugs only occur if you press a key at *exactly* the right (wrong?) time.
@peterdrake I was walking, yeah. Maybe it was a split second that I auto stood up (I noticed that in the 2nd run) and pressing C at the same time.