Going into limited development for the next month. Will keep trying to streak, but entries will be even smaller and less substantial, and if I miss a bunch I'm not going to sweat it. I have a writing workshop coming up in september, and I'd like to focus on my writing for now so that I have something actually worth workshopping at that time.
For Erik tonight I worked on the sneak scenario, making some of the perception arguments configurable. Most important is the tuning of how long someone is within the view cone before being marked as "seen".
Started setting up a test scene for sneaking around an npc. Also planned what his behavior should look like.
Posting this now so I have to edit it when I get home and actually break out my game and do something. I've been playing a lot of GTA V and it is getting me inspired about my game again, but I don't know if every day progress is possible currently. I'd like to get back there at some point though.
The thing about GTA V, is that they have such a fun, rich city simulation, and yet the mission structure still hasn't changed very much. Go here and do this, go here and do that, and if you veer only slightly off course, the mission is a failure. My goal with Erik has always been to blend the "mission" or narrative elements with a simulation. It's not a simulation where you have to make up your own narrative, and it's not a narrative tacked onto a simulation, and it's not a fixed narrative where you can only do what the designer intends. It's both narrative and simulation at the same time.
I think my event and conversation system combo that I have going on now is still pretty stuck in if-then tried and true narrative structure. A lot of the code is in forcing the simulation elements to play nice with the narrative. I don't think it's the correct approach, but at the moment I don't have another. I think I would like to ignore narrative and work on some of the simulation elements some more independently, perhaps I can find a way to match up the two areas from a different angle.
Edit: So I added some extra options for the campfire. You can choose what item to use as fuel, with the possibility of burning anything logical and different items burning at different rates. You can also cook meat on the campfire, where the description of the meat item changes depending on it's cooked state. This is all easily expandable with all of the data stored in the json files.
Very light day, I decided to take it a bit easy. Tomorrow I'm going to an indie meetup where we all work on our projects, I'll be there at least 4 hours. Rather than do a lot of coding tonight, I'm just going to do some planning and design work, that will give me a nice chunk of stuff to focus on tomorrow. Nothing really to show, except that I've named the characters for the opening scene.
tracker - Trask
mother and son(player) - Yelda, Erik
young widow - Ulressa
father and his 2 boys, and their grandmother - Stone, Bok and Breen, Glae
mother father and baby - Sifa, Tan, and Babe
older unmarried sister and brother - Jes and Id
single man - Luka
Do any of the names sound really dumb?