Day 13: A Long Break
Day 13: A Long Break
I took a long break to contemplate whether or not anything is worth doing and now I’m back.
Here are some of the logs from the before times I didn’t release with a few modern updates.
Unplaced Npcs
My focus started on the AI and the way Npcs move from room to room. I was having a musical chairs issues, where some npcs weren’t being placed into “stations” because their AI didn’t have enough available options.
- Tweaked the distribution of which Npcs can go where.
- Added more rooms and stations
- Added “fallback stations” to some levels that unplaced Npcs can use if all else fails.
- If over 30 turns go by without coming in contact with the player, an npc will target the player’s current room. (Npcs may be getting stuck in loops)
I added some “passing stations” to rooms where I saw fit after noticing the NPCs getting bottlenecked into certain rooms. For Administration and Security I could picture unaffiliated Npcs visiting for one reason or another like “customer service” or “to chat” but they’re not allowed to loiter for more than 1 hour (1 turn).
May No Longer Be Relevant, But it’s How the Sausage is Made
- Created a lua module for tasks, forgot to export and return the table for it. Took forever to figure it out
- Then had clashing global vars because I forgot to make those same tables local inside of the modules.
- I disabled the HUD. Needs an overhaul.
- Here’s a screenshot of the old 1st level from before the break:::
The Caution System:
The system is essentially an array of objects with this schema:
const caution: Caution = {
npc: watcher, //npc reporting the caution
time: 15, //number of turns caution is active
label: 'questioning', //the outcome
type: 'seen', //poorly named, unimplemented, wildcard.
authority: npcs.all[watcher].clan, //who to report caution to
suspect: s, //player or specific npc name
reason: 'theft', //still opaque. Adds more specification.
}
* I switched from Lua to TypeScript https://ts-defold.dev/
Each turn the cautions are looped through and checked if they can be addressed. This may involve an NPC confronting another NPC or the player with questions or issues. I did a poor job of introducing interactions in a prior post so I’ll put this here:
Interactions
The trade and give interactions haven’t been set up yet, but Pockets will allow you an attempt to pickpocket and NPC or other Actor. If you fail a skill check you may create a “snitch”. When this new caution is addressed, it requires that if this NPC (victim) crosses paths with Security a Questioning caution will be created.
The Talk interaction will bring up a dialog sequence.
Questioning Cautions
I added the confrontation logic I used for interactions and added it to level load as well.
I created a new caution for “questioning”. If the player or NPC is wanted for questioning, and the player and authority cross paths, the player will be stopped by that authority for questioning. I added dialog scripts for these which are in poor shape.
Rooms
Went from 21 rooms to 28. There are only 3 actual levels for these though. layout:::
export const RoomsInitLayout = [
['alley1', 'alley2', 'alley3', null, null],
['unloading', 'warehouse', 'commonsext', 'storage', 'maintenance'],
['loading', 'lockers', 'commonsint', 'chapel', 'inn1'],
['baggage', 'customs', 'lobby', 'recroom', 'pubgrill'],
['grounds', 'reception', 'admin1', 'gym', 'store'],
['entrance', 'viplobby', 'security', 'infirmary', 'dorms'],
]
Character Stats
Skills and Binaries
This is what I’m using right now for skill checks. Skills have values 1 to 10 (not counting bonuses) and binaries range from -1 to 1
local skills = {
constitution = 5,
charisma = 5, -- deception?
wisdom = 5,
intelligence = 5,
speed = 5,
perception = 5,-- insight
strength = 5, --carrying capacity, intimidation
stealth = 5-- !!
}
local binaries = {
evil_good = 0,
passive_aggressive = 0,
lawless_lawful = 0,
anti_authority = 0,
un_educated = 0,
poor_wealth = 0
}
- Later I add attitudes towards other clans. For testing it’s just a random number between -9 and 9 representing how positive or negative an Npc feels towards each clan
For next log
- I think there’s going to be a few entries that sum up old notes, and involve any relevant, current updates.
- Maybe a screenshot with the current state of the game.
Get Beeline Blvd.
Beeline Blvd.
Noir style turn-based relationship sim rpg with puzzles.
Status | Prototype |
Author | ferniss |
Genre | Strategy, Puzzle, Role Playing |
Tags | 2D, Casual, Noir, Singleplayer, Top-Down, Turn-based Strategy |
Languages | English |
More posts
- Day 30: Crimes, Snitching and ArrestsMay 15, 2024
- Day 24: Long Preamble then Quest Checkpoint LogicMay 08, 2024
- Day 21: Back to QuestsMay 04, 2024
- Day 15: Arrest Logic and Stuff I ForgotMay 03, 2024
- Day 7 - Main Menu and 1st Quest BasicsOct 11, 2023
- Day 1 - Returning to the GameSep 23, 2023
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