The test room
Console: testroom. Everything the game is made of, on one big lit floor, each thing with its name over it and, under the name, its id (what the code calls it). It's for spotting what needs changing or updating.
- Items: all of them, sorted by type (weapons, shields, armour, relics and rings, keys, materials, consumables, fish). Each turns slowly on a plinth, shown larger than life. Mythics are shown as Mythic.
- Worn gear: male and female bodies wearing every armour piece (the k-th of each slot on figure k) with a weapon in hand, to check the fit on real bodies.
- Fish: every species, as caught, including the Blood Mere's.
- Props: every MeshKit prop.
- Trees and plants: pines, oaks, dead trees, grass and ferns.
- Trials and traps: trial stones (and decoys), rune tiles, the pendulum blade, a fire column, and the four trap kinds.
- Enemies: every enemy scene in, standing still with their AI off.
- People: the keepers' skeleton rig, both player bodies, the training dummy and the archery target.
- Buildings and things:
- taverns (indoor and outdoor) and fishing shacks (including the Blood Mere's);
- the campfire, the four chests and a grave;
- the waystone, the portals and the fog gate;
- the casino tables.
- It runs in the sandbox with god mode on, so opening a chest there doesn't stick.
- It's built from the game's own lists (ItemDB, FishDB, MeshKit's prop names, the folder), so new things show up without anyone touching it.
- Anything that fails to build is skipped and named in the log.
- It isn't available mid-run (it would abandon the run).
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.