Image 1 — 3 New Farewell in my Collection (Re-upload)
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Image 9 — 3 New Farewell in my Collection (Re-upload)

3 New Farewell in my Collection (Re-upload)

If you remember, 4 months ago I designed 5 new Farewells, which are kind of a choice of 6 depending on how you want to leave. I thought I'd plan 3 more with some new mechanics and as a bit of nostalgia, and I will in the future if ideas come up.

If anyone hasn't seen it, here are the previous 5 Farewell: 5+1 Farewells

Note:

  • Anyone who has seen the previous one will be familiar with this one. I wanted to present my ideas in a new style, but I didn't expect to put it there without any pictures. So I uploaded it again, where the pictures are no longer arranged, but next to each other. Sorry for the mistake.
  • There was a change in style, however, because I don't write Trial on the pictures, but here in the description. The reason for this is that there is a limit on the picture. Small font, width, etc. However, here in the description, it says "I have infinite space". So this is the only change in style, I hope it doesn't bother you.

---

REVEAL THE SIGNS

We'll be in a completely new location, the sprawling basement of the Mansion. When we go further in, there will be a larger section where the following will be visible:

  • More Liliya Mannequins than necessary.
  • Stairs to the Mansion section.
  • Recharge Station.
  • 3 TVs, one Despoil underneath.

Turning to TVs, there are 3 symbols that can appear on them. The basics:

  • Heart
  • Moon
  • Spade
  • Club
  • Bunny
  • Fire
  • Eye
  • Diamond
  • Crown

There are various symbols on the Mannequins, which you can see by charging the Recharge Station to 105 energy (i.e. 3 Small Batteries), and the entire room will be lit with UV lamps. The Mannequins will have the basic symbols above on their bodies. Those are good Mannequins, and you can take the jewelry off their neck if it has one of the 3 symbols. If you take one that is not on the TVS, it will explode.

From here, our task will be to collect 200 jewels from the basement and 3 randomized locations on the lower level of the Mansion (because the level above is locked). If you have 200/200, the Mannequin man with the golden doll mask next to him will release his hand and you can take the key that you can use to open the Lower Floor door, which will allow you to escape in the same way as in the regular Farewell.

---

CREATE THE BEDTIME

We also start in a completely new area, which will be the opposite of the basement: The Attic. In front of us on the other side will be an Easterman Mannequin, sitting in an armchair. In one hand he holds a doll with the head of the Reagent player character, and in the other hand he holds a storybook.

  • Easterman: ...And the hero saved the princess, and they lived happily ever after.
  • Doll: Daddy! Daddy! Another story!
  • Easterman: Ohh... Little child! Another story? Well, that's it for now.

When we go down, there will be a Workbench where you can craft the following:

  • Metal + Iron = Key
  • Plastic + Battery = Empty Casette
  • Metal + Wire = Detonator

You can obtain items in the following ways:

  • Metal: Anywhere
  • Wire: Anywhere
  • Iron: Anywhere
  • Plastic: Somewhere on the left side of the Mansion (in Mirror and seen from above).
  • Battery: Anywhere, or a Battery Dispenser in Theater backroom.

Our tasks will be the following:

  • Craft an Empty Cassette.
  • Get to the Cassette Converter, where we'll turn in the bedtime story.
  • In the Generator House where the Converter is, we get the Portable Blacklight, and we have to look for 3 codes in the house. (Right, Letter-Number).

Once we're done with all that, we insert the cassette into Easterman's head, set the code on the switchboard, and then the following happens:

  • Easterman: [Loud cough] Once upon a time, there was a little girl. The little girl was wandering in the forest, but she came face to face with 3 men. The 3 men were completely drunk, so all three of them took out a knife and stabbed the girl to death.
  • Doll: Dad! This is very scary!
  • Easterman: When the little girl died in her own blood, they threw her into a swamp where she was eaten by a multitude of crocodiles.
  • Doll: DAD! ENOUGH!
  • Easterman: And then a little kid showed up who witnessed all of this. Hey! That little kid looks just like you! And from what I've read, you got stabbed and they drop into the swamp too!
  • Doll: ENOOOOOOOUUUUUGH!

The Doll's head explodes. Then something unexpected happens. A 100-second countdown starts. You have to escape during that time and exit through the door like in a regular Farewell.

---

HATE THE ESCAPIST

We'll start with the regular, standard Shuttle. In front of us there will be an Amelia Mannequin whose upper body you can remove and take away.

The Mannequin's Voicelines:

  • You are all blinded! I am true freedom!
  • Lie! LIE!
  • Don't believe him! This is "How High" nonsense!

Next to Amelia, we get a Decoder. As we go further inside, we will come across 3 Gates that can be opened with a Puzzle Code. You can also unlock Code with symbol codes, but it's not as easy. For several reasons:

  • You can find out the code with 3 symbols, because one symbol represents one number.
  • With Spotlights, you have to shine a light on the symbols to see it and identify it.
  • Spotlights don't stay on forever. You can start them with a generator, which will stop after a while and have to be restarted.

First will be the outdoor garden, then after the first Gate, on the left wing of the Upper Floor, the second Gate, and the final Gate will be on the right wing.

After all 3 Gates we enter the room where there will be a Grinder. However, it is difficult because there is a Biter in the middle of the room. When you successfully throw Amelia into the Grinder, the Exit will open, but a random Prime Asset will appear at the entrance where you entered the room. Once you've dodged and run away, you'll exit through the door in the Basement.

---

And with this new Farewells I have expanded my Farewells collection. How do you like them? Are you in favor of me creating Farewells from the later Mechanics? Thank you for reading, it means a lot to me!

u/Key-Fisherman-6404 — 22 hours ago

3 New Farewells in my collection

If you remember, 4 months ago I designed 5 new Farewells, which are kind of a choice of 6 depending on how you want to leave. I thought I'd plan 3 more with some new mechanics and as a bit of nostalgia, and I will in the future if ideas come up.

If anyone hasn't seen it, here are the previous 5 Farewell: 5+1 Farewells

https://preview.redd.it/en9umggwsdfh1.png?width=1920&format=png&auto=webp&s=5c176c90dfaeb8d66eaa13ca9c76a9205c734291

https://preview.redd.it/velh10bxsdfh1.png?width=1920&format=png&auto=webp&s=5bb3eade579f311cdde40955401e7168400f549c

https://preview.redd.it/v4x4i52ysdfh1.png?width=1920&format=png&auto=webp&s=248d95a1311dd6f77b88295bad9f3e4158c57e7e

---

REVEAL THE SIGNS

https://preview.redd.it/jug1iqy0tdfh1.png?width=1920&format=png&auto=webp&s=64fca32d65beb523e5f2736f6cc4751cf96188d6

https://preview.redd.it/9b3drsq2tdfh1.png?width=1920&format=png&auto=webp&s=f61c2758519d20020d6703c8856604a7a318992d

We'll be in a completely new location, the sprawling basement of the Mansion. When we go further in, there will be a larger section where the following will be visible:

  • More Liliya Mannequins than necessary.
  • Stairs to the Mansion section.
  • Recharge Station.
  • 3 TVs, one Despoil underneath.

Turning to TVs, there are 3 symbols that can appear on them. The basics:

  • Heart
  • Moon
  • Spade
  • Club
  • Bunny
  • Fire
  • Eye
  • Diamond
  • Crown

There are various symbols on the Mannequins, which you can see by charging the Recharge Station to 105 energy (i.e. 3 Small Batteries), and the entire room will be lit with UV lamps. The Mannequins will have the basic symbols above on their bodies. Those are good Mannequins, and you can take the jewelry off their neck if it has one of the 3 symbols. If you take one that is not on the TVS, it will explode.

From here, our task will be to collect 200 jewels from the basement and 3 randomized locations on the lower level of the Mansion (because the level above is locked). If you have 200/200, the Mannequin man with the golden doll mask next to him will release his hand and you can take the key that you can use to open the Lower Floor door, which will allow you to escape in the same way as in the regular Farewell.

---

CREATE THE BEDTIME

https://preview.redd.it/aodyyig9tdfh1.png?width=1920&format=png&auto=webp&s=a919b709147ebf89cbbab1917cb21ca0897b73f5

https://preview.redd.it/csmnj9eatdfh1.png?width=1920&format=png&auto=webp&s=32fdf605b590d1d92c7801b874bf78ebea5944b1

We also start in a completely new area, which will be the opposite of the basement: The Attic. In front of us on the other side will be an Easterman Mannequin, sitting in an armchair. In one hand he holds a doll with the head of the Reagent player character, and in the other hand he holds a storybook.

  • Easterman: ...And the hero saved the princess, and they lived happily ever after.
  • Doll: Daddy! Daddy! Another story!
  • Easterman: Ohh... Little child! Another story? Well, that's it for now.

When we go down, there will be a Workbench where you can craft the following:

  • Metal + Iron = Key
  • Plastic + Battery = Empty Casette
  • Metal + Wire = Detonator

You can obtain items in the following ways:

  • Metal: Anywhere
  • Wire: Anywhere
  • Iron: Anywhere
  • Plastic: Somewhere on the left side of the Mansion (in Mirror and seen from above).
  • Battery: Anywhere, or a Battery Dispenser in Theater backroom.

Our tasks will be the following:

  • Craft an Empty Cassette.
  • Get to the Cassette Converter, where we'll turn in the bedtime story.
  • In the Generator House where the Converter is, we get the Portable Blacklight, and we have to look for 3 codes in the house. (Right, Letter-Number).

Once we're done with all that, we insert the cassette into Easterman's head, set the code on the switchboard, and then the following happens:

  • Easterman: [Loud cough] Once upon a time, there was a little girl. The little girl was wandering in the forest, but she came face to face with 3 men. The 3 men were completely drunk, so all three of them took out a knife and stabbed the girl to death.
  • Doll: Dad! This is very scary!
  • Easterman: When the little girl died in her own blood, they threw her into a swamp where she was eaten by a multitude of crocodiles.
  • Doll: DAD! ENOUGH!
  • Easterman: And then a little kid showed up who witnessed all of this. Hey! That little kid looks just like you! And from what I've read, you got stabbed and they drop into the swamp too!
  • Doll: ENOOOOOOOUUUUUGH!

The Doll's head explodes. Then something unexpected happens. A 100-second countdown starts. You have to escape during that time and exit through the door like in a regular Farewell.

---

HATE THE ESCAPIST

https://preview.redd.it/k0r8012etdfh1.png?width=1920&format=png&auto=webp&s=fa1b3e9870b7964b9f751327fd87f83c4ff5b1cf

https://preview.redd.it/om4r2s0ftdfh1.png?width=1920&format=png&auto=webp&s=2b27aac3cfdb6d19d0f21d7f4539a95139c35206

We'll start with the regular, standard Shuttle. In front of us there will be an Amelia Mannequin whose upper body you can remove and take away.

The Mannequin's Voicelines:

  • You are all blinded! I am true freedom!
  • Lie! LIE!
  • Don't believe him! This is "How High" nonsense!

Next to Amelia, we get a Decoder. As we go further inside, we will come across 3 Gates that can be opened with a Puzzle Code. You can also unlock Code with symbol codes, but it's not as easy. For several reasons:

  • You can find out the code with 3 symbols, because one symbol represents one number.
  • With Spotlights, you have to shine a light on the symbols to see it and identify it.
  • Spotlights don't stay on forever. You can start them with a generator, which will stop after a while and have to be restarted.

First will be the outdoor garden, then after the first Gate, on the left wing of the Upper Floor, the second Gate, and the final Gate will be on the right wing.

After all 3 Gates we enter the room where there will be a Grinder. However, it is difficult because there is a Biter in the middle of the room. When you successfully throw Amelia into the Grinder, the Exit will open, but a random Prime Asset will appear at the entrance where you entered the room. Once you've dodged and run away, you'll exit through the door in the Basement.

---

And with this new Farewells I have expanded my Farewells collection. How do you like them? Are you in favor of me creating Farewells from the later Mechanics? Thank you for reading, it means a lot to me!

reddit.com
u/Key-Fisherman-6404 — 1 day ago

I wondered how fun a Squid Game video game in the style of Telltale Games would be.

I've often wondered what a story-centric Squid Game would be like, where you could take the adventure of an older player, where you organize a team, make enemies, and like in a regular Telltale game, you would have a lot of influence on the plot, who you choose, who you save, who you betray.

What do you think?

reddit.com
u/Key-Fisherman-6404 — 3 days ago

Am I the only one who thinks Bribe the Judges is the most... underwhelming Mk of the year so far?

It's true that we're now halfway through the year, and if my calculations are correct, we'll have four more Mk-Challenges this year. But is it just me, or is Bride the Judges the weakest one so far? I mean, that kind of Mk, when you get it in Escalation or Invasion, you breathe a sigh of relief and think, "Whew! At least this round will be a little easier." I think this Mk was designed just to fill a spot, which is a little sad, since any of the other Trial Environments would have deserved a better Mk. Orphanage? Shopping Mall? Downtown? Docks? And I could go on.

It's hard for me to put into words what my problem is with this Mk, maybe it's that this Mk is all about "Find it, put it in, and go". But at least each of these kinds of Mk has some kind of twist. Right now, the one that suddenly comes to mind is the Beguil the Children. You still have to take the film reels to the projectionist, but you might not put them in the right one, and you have to find it.

Rework ideas:

  • It's not that easy to bring in: I think it should be either a Trade Window or some kind of Gate, I think Remote Control Gates would work well here.
  • Pay for your freedom: It would be a nice twist if, at the very end, there were also a judge at the entrance to the courthouse who closes the door. He, too, has to find his briefcase based on the symbol, while the 180-second countdown has already begun.

And now these things have come to mind, admittedly, they aren't huge, earth-shattering changes, but they just suddenly popped into my head. Maybe I'll come up with a better idea later. What do you think about this? How is Bribe the Judges Mk?

u/Key-Fisherman-6404 — 8 days ago
▲ 48 r/OutlastTrials+1 crossposts

Please, Red Barrels, change this "Camera Focus" (that's what I've called it) thing.

I took a day off yesterday, so I played the game today. And I don't know if I'm the only one who feels this way, but it really bothers me. As a console gamer, I'm used to controlling where I go myself, rather than just following waypoints. And not just in Fusebox, but now in Puzzle Code as well. But it doesn't need to be removed, it should at least be possible to turn it off in the settings, because as an OG console gamer, this can be really annoying.

u/Key-Fisherman-6404 — 11 days ago

It's the last day of the weekend, but unfortunately, there are still two days left.

The official Red Barrels website states the following:

  • >!Major Imposter balancing pass!<
  • >!Major Reagent balancing pass!<
  • >!New Imposter Loadout (Gadgets)!<
  • >!New Struggle Minigame!<
  • >!New Imposter Night Vision!<
  • >!Invasion Maps changes!<
  • >!Invasion Matchmaking rules!<
  • >!Cross-team communication!<
  • >!All Amps now work in Invasion!<
  • >!New Invasion Season Reset with new Gold 1 Legendary Outfit Reward!<

New Invader loadouts are also coming:

  • >!MIMIC – Assume the appearance of a Reagent. Become quieter while moving and preparing a Stab. Hold the fake item to blend in and remain concealed from pings.!<
  • >!NEUROSHOCK – Projectile that briefly disrupts a Reagent and disables their rig.!<
  • >!STIM – Inject a powerful stimulant to temporarily increase speed, stamina, and gain projectile immunity.!<
  • >!STEEL TRAP – Deploy a trap that briefly immobilizes any Reagent caught in it.!<
  • >!MOTION SENSOR – Deployable device that detects nearby Reagent movement within range.!<
  • >!EX-POP BAIT – Throw to lure an Ex-Pop to patrol the impact area.!<

Besides these, what else are you waiting for?

u/Key-Fisherman-6404 — 14 days ago

It's the weekend. But don't forget!

We've seen that, just like in Invasion, there will be Leaderboards, which I'm really happy about, since Escalation is my favorite game mode. In addition, here's what they say on Red Barrels' official website:

  • >!New Weekly Escalations (Thematics)!<
  • >!Escalation Leaderboards!<
  • >!Endless Escalation refresh (reset Savegames)!<
  • >!Savegame management changes!<
  • >!Matchmaking/Group Finder changes!<
  • >!Revamped Escalation UI!<

What do you think about these, or what are you expecting?

u/Key-Fisherman-6404 — 15 days ago

4 days. I know you're excited! Calm down!

Based on yesterday's preview, I'm expecting something along these lines:

  • Heavy pig's head item
  • Crafting
  • Wall Demolition

But aside from those, what other mechanics are you expecting? Or what kind of death do you envision for the Warden victim?

u/Key-Fisherman-6404 — 16 days ago

Only 5 days left. We're almost there!

Personally, I'd really love to see a new Downtown Mk, since it's my second-favorite Trial Environment (Resort is my number one). I'd even like to see a new Mk for the Shopping Mall, after all, the Shopping Mall game mechanics have been my favorites in the game so far, especially the 3-pipes puzzle!

u/Key-Fisherman-6404 — 17 days ago

If we get a new Coyle Trial in Season 7, I figured it out too, just on a Bank.

I've been working on a Coyle Trial for weeks now, which was actually inspired by the very first concepts of the game, because for those who don't know, Coyle's very first Trial was originally supposed to be a Bank.

u/Key-Fisherman-6404 — 18 days ago

Another day has passed! We're one day closer to Season 7!

I know a lot of people don't like Invasion. I'm average. I don't love it, I don't hate it. I'm curious about the new PvP.

u/Key-Fisherman-6404 — 18 days ago

The Countdown is back, one week until Season 7!

I'll upload a picture every day, to "speed up" the one-week wait. And now I thought I'd provide you with daily questions for these 7 days!

u/Key-Fisherman-6404 — 19 days ago

Fura érzés a torkomban

Sziasztok. Gondoltam itt kérek segítséget, mert nem tudom, hogy mi lehet ez az érzés. Régebben előfordúlt és mostanában a napokban fordúlt elő még egyszer. Nem tudom, hogy mi lehet, lehet, hogy szimpla betegség, talán a sok jégkása, de inkább most mesélek róla.

Tehát mostanában szokott egy ilyen nyomó érzés keletkezni a torkomban. Legelőször akkor, amikor sokszor mozgatóm az orromat, mert képes vagyok rá, de igazából akkor szokott előfordúlni, amikor csak rá gondolok, hogy milyen volt ez a nyomás.

Milyen ez az érzés? Olyan, mintha valami nagyot akarsz lenyelni és megakad a torkodon. Nyom, veszít, viszont tudok levegőt venni (nyilván) és ha nyelek, akkor érzem, hogy... hogyan is fogalmazzak, mintha nagyon szűk helyen próbálna átjutni a torkomon.

Mivel fent említettem a jégkását, biztosan gondolhatjátok, hogy a nagyon hideg ital miatt lehet. És én is erre gondolok, viszont ez az érzés nem egyfojtában van jelen. Mint ahogy írtam, ha nem terelem el valamivel a figyelmem, vagy szimplán visszaemlékezek erre az érzésre, visszatér, és maximum sok percel később tűnik el, ha valahogy ignorálom és végül elfelejtem.

Szerintetek mi lehet ez? Remélem jól fogalmaztam. Ez az érzés sokszor zavar engem, nyilván nem drasztikusan, de feldühít, hogy mi lehet ez, és miért csak akkor jön elő, amikor csak rá gondolok.

reddit.com
u/Key-Fisherman-6404 — 20 days ago

How does grade work?

I want to +A everything in Genesis. Today I wanted Despoil the Auction on Psychosurgery. After several attempts, I finally got an A on the rating.

My mistakes:

  • Caught by door traps (1x)
  • Received damage (4x)

However, when I went out and looked in Terminal, for some reason it says +A. How is that possible?

u/Key-Fisherman-6404 — 26 days ago

A New concept of my Trial Maker 2.0 idea

The Powerpoint: Trial Maker 2.0

It’s been a few months - maybe even half a year - since I shared a dream project of mine here, Trial Maker 2.0 (here), but I’ve been working on the visuals for it for weeks now. I uploaded the whole thing from PowerPoint to Google Slides (it was a real pain, so I apologize if it's a little off or if there are any issues with it), you can view it here. I didn't post it as images because there are 29 of them, and Reddit only allows 20. But you can read a more detailed description of certain aspects below. Some points were already mentioned in the first post, but there are also some new features. Enjoy!

  • Free Slots:
    • From the very beginning, I thought there would be three open spots on each Trial Environment.
    • When you open one, you name it. To name it, start with "Do..." (for example, "Escort," "Affair," "Satisfy," etc.). Then you can choose to add either "The" or "Your", you can only choose one of these two. Then add “Something...” at the end (for example, “Dancer,” “Comedian,” “Downtown,” etc.).
    • Give it a description. For example, "I didn't decide your fate. You're the reason you're here. On top of that, the politicians are piling on, saying you're a nobody. Pamper the politician, and we will let you out.".
    • The Map: Every Trial Environment has predefined templates. These are all zones from an existing Trial or Mk-Challenge. For example, here in Downtown, if you think your Mk should start at the Kidnap the Mistress Shuttle spot, then that’s where you go. However, if you go to Open Spaces, you’ll still start at the Main Trial Shuttle spot (for example, here at Pleasure the Prosecutor), but the course will be completely open. You can go anywhere and open and close spots yourself. BUT, you can also open and close locations in the template zones.
  • Pen: You can build anything with the Pen in Mk. Here's everything you can do with it:
    • Put: You can put anything you find in Workplace.
    • Open and close: You can open and close locations, thereby determining where your Mk-Challenge will take place.
    • Menu: You can opens the Menu (not the exit menu, but the Workplace menu).
    • Edit (Objectives): If you click on an Objective with the Pen, you can configure a lot of settings. For example, if you fail, this happens; if you succeed, that happens. You can even use this to randomize things. If you connect more than two elements, you can enable Randomization so that the specific outcome changes every time you restart the Mk.
  • Menu: When you open the menu, you'll find four different options, and we'll go over each one in detail:
    • Workplace: Here you'll find everything you need for the Mk-Challenge: Objects, Decorations, Victim (if the Mk-Challenge involves killing someone), and so on.
    • Shuttle: You can configure the Shuttle Spot (even though the “The Map” feature is right at the beginning, you still have to set where the Mk starts - and perhaps ends - later on) to choose which monologue Easterman delivers from among the existing monologues, and - what’s really unique - you can even edit and create the short intro video in the Shuttle yourself. But more on that later.
    • Variators: Since this Mk-Challenge can also be considered a regular Mk, if you want, you can set up the Variators to work on it so that you can use them in the regular Trial Maker (where you only put Variators) as well. I’m thinking of things like where to place Liliya Mannequins, where to place the fire traps in Deep Burns, and so on. If you don’t set something up, you won’t be able to add that specific Variator to it in the regular Trial Maker. But for example, No Rigs, Limited Inventory, and Prime Time, you can obviously add those.
    • Details: Here you can find information about Mk. Who worked on it, who tested it, how to share it, etc.
  • Workplace:
    • Objects: Here you'll find all the Objects that have ever been in the game. From Kill the Snitch to Silence the Idol and beyond.
    • Decorations:
      • Mannequins: All the Mannequins in the game, for which unique animations can be set (e.g., waving or pointing in a certain direction).
      • Dead Bodies: Dead bodies. That's all I can say about them.
      • Hideaway Furniture: They'll be on the map to begin with, but you can add more if you want.
      • Signboard and Blood inscription: Here, you can write anything on a board or with blood on the wall.
      • Special Doors: Co-op doors and Alarm doors.
      • Areas: Freeze areas from Resort, Gas areas from Docks, or a unique feature is the fire fog, and so on. In fact, this includes the Rig Disablers from the Courthouse. (Don't ask me why I put this feature under Decoration.)
    • Objectives: Here you can write and "program" what needs to be done in this Mk. You must include at least one Task. And the way it works is that once you've completed all the Tasks, you don't need to enter anything else; the game will automatically start executing the commands: "Return to the Shuttle," "Wait for the Shuttle," and "Exit the Trial."
    • Ex-pops: This is where you can place Ex-pops that you definitely want to put in one specific spot. If you don't place even a single Grunt, Big Grunt, or Prime Asset, they'll always pop up in random locations.
    • Victim(s): Here's where you can create your own Victim, if that's the point of Mk. Here, you can set everything from gender to clothing, restraint position, and cause of death. As you can see in the picture, there’s no symbol at all among the T-shirts and pants. This means there’s nothing there, but these two options exist only for men. A man can be completely naked, but neither of these options is possible for women.
    • Photo Mode: Here you can set the image for your Mk-Challenge.
  • Shuttle:
    • Shuttle spot: As I mentioned, even with the template, it's up to you to decide where the Mk starts, and you can even come up with new Shuttle spots.
    • Introduction: With this feature, you can specifically create your own video for the Mk, which plays in the Shuttle. The maximum time limit is 20 seconds, of which 6 seconds are already used up. There’s an Easterman photo at the beginning and end that you can’t delete. You can record footage, add text, or include transitions.
    • Monologue: From the existing Trials and Mk-Challenges here, you can insert one of the monologues spoken by Easterman.
    • Music: You can set the background music, chase music, and exit music for any Trial Environment.
    • End Screen: The photos taken behind the Reagents when we take the Mk out. Or we die and it turns red.
  • Variators: As I said, you can set up where, when, and where specific Variators can be placed.
  • Details:
    • History: Here you'll find all the information about when you started, when you last updated it, and who is working on it. Moving on to that, here are the members:
      • Boss: They are the ones who can do anything. They can delete this Mk, invite people, ban users, and build things.
      • Admin: It's like the boss. It can invite users, ban them, and create content, but it can't modify the Mk (delete it, rename it, etc.).
      • Builders: All they know is build.
      • Tester: They didn't do anything, they just test the Mk at the very end and give their opinion.
    • Share and Copy: Here you can share it with anyone or copy the Mk code.
    • Call Testers: Here you can invite a friend or send a test code to someone who'd like to try out your Mk and let us know if it's great or if there's something that needs to be improved.
    • Finish: This is where you can submit your work. Obviously, you'll need to play through the Mk first. Of course, you'll still be able to make changes to the Mk after that, but you'll have to play through it again.

And that's what Trial Maker 2.0 would be like. What do you think? Or do you have any other ideas? Or do you have any questions? Thanks for watching and reading!

u/Key-Fisherman-6404 — 28 days ago