dcfedor's blog

Back to the Plot

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Hey Folks! After wrapping-up a decent ATC chatter and audio for the main menu, it's time to return to the plot system.

My first task today was to finish getting the encounter screen hooked-up to data. I could spawn it based on a context menu click, but all the UI fields were placeholder text. Getting the current encounter description was pretty easy, so that was first. The choices were a bit trickier, though.

Splash and ATC Running

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Hey Folks! The ATC is sounding much better today after some additional code and content work. Plus, a splash screen!

I decided to record an additional 4 lines to increase variety, since the original 2 lines get old fast. And Rochelle agreed to read a version of them too, so now there are both male and female speakers.

Audio Break

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Hey Folks! Switched gears today to to some audio work, as Michael's ATC script is making progress. Once he has that ready and we record the voiceover (VO), it'll be nice to be able to just drop that into the working system to get ambiance for the main menu.

Having done some audio tinkering before when Josh and I tried procedural theme music, it wasn't too hard to get things up and running. And fortunately, that meant a lot more time spent on creative work to make the audio sound better.

Encounter Triggering

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Hey Folks! I managed to get two pretty significant features roughed-in today: starting an encounter via context menu, and encounter screens loading text and choices from data. Both were a bit nebulous to figure out, but I think now that they're in place, I should be able to build around them more safely.

Encounters and Plots

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Hey Folks! Hope everyone had a good weekend. The zombie cough is still clinging to my lungs, and the cartilage pains continue their migration around my rib cage. But I'm still of the opinion it's "getting better." If I die suddenly before finishing this game, give the source code to the devs of Qud or Cogmind :)

Encounter Coding

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Hey Folks! Still struggling a bit with this encounter system. I'm not a lot further along with it than yesterday, though I've had a bit more time to explore and test ideas.

Ultimately, the problem boils down to me not knowing how to describe how this system should work. It's a really abstract idea that I can see pieces of fairly clearly, but I can't figure out how they come together. And whenever I think I've discovered a concrete rule, it seems like that rule gets broken easily by other needs.

Encounter Design and ATC Specs

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Hey Folks! More work today on designing the encounter system. Plus some more refinement of the air-traffic control chatter system.

After mocking-up a rough mini plot about a betrayed bartender, I'm starting to get a picture about how the encounter system might work. As before, I think a lot of this can be handled with the interaction system, and maybe some pieces of the chargen system.

Encounter Complexity, and OOO Tomorrow

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Hey Folks! More work on the encounter system today, as I discover encounters seem like they should do everything. And that's hard to build.

Yesterday, I managed to get the encounter UI displaying text, markup, and links in a pretty basic way. So the next step is to feed it some encounter data, test it out, and iterate. Except there's one problem: what does encounter data look like?

Lore Modals and Tooltips, and ATC Chatter

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Hey Folks! Hope everyone had a good weekend. Despite some severe coughing pain, we actually got quite a bit done this weekend. And I'm happy to report the cough may finally be on its way out.

Encounter UI

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Hey Folks! As mentioned earlier on, I'm eventually going to have to tackle some sort of UI for delivering situational text, conversation, and mission info to the player. The message log works for smaller bits of info, but there are going to be larger chunks of text in places, and/or the player will be expected to provide input to determine what happens next.

Enter the Encounter UI.