Day 21: Back to Quests
Beeline Blvd. » Devlog
Day 21: Back to Quests
I just started brainstorming some quest ideas for the tutorial:
tutorial >
get 2 people to like you = false -- charmer
maxout_1_skill = false, - go getter
ai machine puzzle = false -- technician
obtain_luggage = true -- DIY
recieve_clearence = true -- im a professional
obstain key card= true -- fake id
charm authority = true -- vouged for
charm 2 gangs = false -- vouged for
This is my first attempt at a Quest Sttate:
M.quests = {
["tutorial"] = {
npcs_like_you = {
passed = false,
condtions = {
[1]=false, --1st -- labor003
[2]=false, --2nd -- Eva
[3]=false, --3rd -- corps001
[4]=false, --4th -- security002
[5]=false, --5th -- Doc01
}
}, -- charmer
maxout_skill = {
passed = false,
condtions = {
[1]=false, -- speed
[2]=false, -- strength
[3]=false, -- perception
}
}, -- go getter
ai_puzzle = {
passed = false,
condtions = {
[1]=false, -- flag maintenance
[2]=false, -- "unscrew monitor"
[3]=false, -- help maintenance
}
},
Luggage Quest
obtain_luggage = {
passed = false,
condtions = {
[1]=false, -- item 1
[2]=false, -- item 2
[3]=false, -- item 3
}
},
I created a level called baggage. The idea is to make it off limits and add more attempts to steal items. I also made it so that if an NPC is watching, the player can only steal 1 item, per attempt. I needed an “Invisible door” in order to navigate from one outside level to another.
`Old Build Screenshot of Baggage level:::
Housekeeping
- created itch.io account
- created placeholder cover art for game
- created html5 bundle with local wasm server
- https://ferniss.itch.io/beeline-blvd
Issues
- matchanovel hacks don’t work in html bundle.
- should update index.html css to match itchio theme / logo theme
- lots of html5 bugs for camera and GUIs
Head Banging
Really racking my brain trying to separate game state and update logic.
I was thinking of having a systems folder that imports game state and manipulates it.
have a file for tasks, ai, world, rooms, npcs?? etc…
Did
- create ai, task and world system files. abstracted from state files.
- more abstraction needed in gamestate
- created a function for checking if an npc already has a caution.
- added a dice_roll utility
- got hud map working again
- * I disable it again later
- Added more dialog scripts for the first room.
Idea
- items that could track npc where-abouts
- lojack
- items that let you know what an npc is up to
- microphone
- could have different stations based on time of day.
- no type checking is kind of a pain
- * I later switch to Typescript
Surprises
- I uncommented out quest and other caution types. I got stopped by an npc to perform a quest. I didn’t think that would work.
- I added logic that you can only perform one action on an actor’s inventory it here is an npc watching. Then I added logic that if you stole directly from an npc they are the watcher. Surprised that it worked and created cautions automatically.
- Code working without me realizing is nice.
Downsides
- downside of having a bunch of stuff work with out much effort is that a bunch of bugs spontaneously spring up.
- HUD input_focus bug is back
- Hate the hud
- HUD input_focus bug is back
Back to the Luggage Quest again
- want to add a chance that luggage gets stolen
Next
- figuring out how checkpoints and quests work together
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 15: Arrest Logic and Stuff I ForgotMay 03, 2024
- Day 13: A Long BreakMay 03, 2024
- Day 7 - Main Menu and 1st Quest BasicsOct 11, 2023
- Day 1 - Returning to the GameSep 23, 2023
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