I think I may have finished the overall conversation structure I've been working on. One can at least start, conduct, and finish it now. And the player can do it in a variety of orders.
One thing I'll have to test is how the branch "gating" works out in practice. Technically, one can see all conversation branches if they choose the right things and in the right order. Missing a branch mostly means missed lore. And there are one or two ways to completely botch the conversation.
Hey Folks! Hope everyone had a good weekend. Mine was actually pretty busy, unfortunately. More snow shovelling on the endless driveway, and catching up on chores we skipped last week while out of town. Exhausting! But hey, I suppose I got a bit of exercise.
I spent a few more hours today migrating tools and files from the old box to the new. Had to setup dev environment and compiler, Apache server, MySQL, PHP, and then sync the repositories to get the NEO Scavenger source code. There was quite a bit of tweaking to get it working, namely issues with the Windows path variable, and remembering the proper credentials and settings for services.
Some of you may recall that time my video card died. That was a crappy discovery, but hey, it happens. And if you were around then, you may also remember my primary HDD threatening to die almost a week later. Man! Tough breaks! Fortunately, I was able to get back up and running after each, but it took a day or two each time.
Hey Folks! Hope everyone had a good weekend. Our was a bit hectic as we drove 300km away for an overnight in Spokane. It was nice to be among the skyscrapers again, even for just a short day. It's interesting how rain in the city has this nostalgic scent that made us miss former cities we lived in.
So far, it looks like 0.984 is an improvement over 0.983. There are still some issues being reported, but overall, it seems like it might be good enough for an official build. I'll have to see how serious/common some of the reported bugs are, and if they're passable, maybe I'll promote the build after the weekend.
Most of the day was spent catching up on forum stuff, and monitoring feedback on 0.984. However, I did manage to get some artwork done:
I spent some more time testing 0.984 today, and I'm looking for any last-minute, critical bugs. So far, things are pretty smooth, though there's still a large list of minor issues.
One of the bigger issues I encountered today was that the "buzz off" conversations were always triggering, even interrupting combat (and then returning to combat). I added a flag to make sure these only occur if the battle ends via ceasefire+talk offer.
Hope you enjoyed your weekend. Though it was a long weekend here, it felt too short. At least we had a nice turkey dinner on Sunday, though! (No occasion. Turkey was just on sale, so wine and turkey night!)
Bernd recently worked on a manual for NEO Scavenger, and I finally got that hooked up to the site. Previously, the wiki link on the main nav pointed directly to Wikia, where players have been maintaining tips and gameplay info on NEO Scavenger.
I managed to get some plot writing done while in town this morning. Most shops don't open until 9:30 around here, so I used the early morning to scribble some plot notes in the coffee shop.
A lot of these notes focused on Hatter, Stoat, and other people that Philip meets. Are there other ways Philip can interact with them in the game? Hatter is an especially popular request, as he leaves a tantalizing invitation open for some players, but never follows-up on it.
Players are continuing to discover bugs in 0.983, so it looks like it had more problems than initially thought. Fortunately, there are some good repro steps and save games for me to work with!
One of the first issues fixed today was a crash bug when the player escaped a battle with 2 or more NPCs. The leftover NPCs were still targeting the player, causing a null pointer when doing visibility calculations. Similarly, the escaping player would screw up AI in the leftover battle, causing the AI to turn on its allies. These should be fixed in the next build.
Yesterday's 0.983 seems to be pretty stable, so that's good news! And folks seem to like the new creature sprites and equipment/armor. Overall, the build seems to be an improvement over 0.982.
That said, there are still issues to work on. For one thing, the new talking/ceasefire code seems to have fizzled somewhat. AI is rarely giving the player a chance to talk, and often just retreats. Some of this is due to old playing habits catching up to us (strong+melee+dogman hide = retreat from scary person), but some of it is unintuitive.
I've just finished uploading new beta test build 0.983b, which includes non-hostile NPC interactions, dynamic factions, armor, and new creature sprites. There are now two violent gangs roaming the map, DMC guards patrolling the sprawl, and looters caught in the middle. What's more, all of them are "strangers" until they do something that identifies them as friend or foe.
Well, my PC's motherboard bit it yesterday. PC won't power on. No fans, no beeps, though I do get LEDs on the motherboard.
At first, I figured the power supply blew. However, all the PSU voltage rails seem normal when running on its own. The mobo just doesn't respond to power on (even via the on-board power switch). I ran a few more tests last night, without any hardware on the board, but still no luck. So it was off to see if any local places had spare parts.