Human Meat Peddling and "Hot Bricks"
Work continues on the range of new items, encounters, and rules I've been making. Today, I finished up some testing and polish on what happens when players try to sell human meat at the junk market. Here's a hint: you get one warning :)
I wanted to make sure that the player didn't get penalized twice for the same infraction, such as dropping the meat, leaving, and returning (the game applies ground item effects to players when they visit a hex). Also, I had to make sure it survived saving/loading, particularly if the player dropped human meat in the store and then saved their game.
I also finished testing and fixing a special move that a new creature can do. Let's just say you don't want this one sneaking up on you in your sleep. Best not to corner it, either.
During this testing, I noticed that some creatures were getting omitted during save/load. The game was ignoring any creatures that were in unexplored hexes. So now, populations should be a bit more reliable between save games.
Finally, I figured I'd share some new item artwork before the weekend:
The item on the left is the same item I described the other day. It can be used (if properly charged) to determine water potability in the crafting screen. A handy tool for any wastelander!
The item on the right might already be familiar to some. Players who have encountered "Bob" will have heard him mention selling "Hot Bricks" to customers. Well, now that we have stuff which requires electricity, Bob's "Hot Bricks" are certainly more handy. Maybe he should actually sell some!
What is a "Hot Brick," you ask? Why, a radioisotope thermoelectric generator inside packed inside a soup can, of course! Called an "RTG" for short, they convert the heat generated by a radioactive material into electrical power. They've been in use by governments and outfits like NASA for decades, especially on equipment that needs long-lasting power supplies (e.g. satellites, lighthouses, even pacemakers!).
What's the catch? Well, they're radioactive, for one thing :) But hey, they're warm. So that's something for those on cold nights without a blanket!
One of the other benefits of an item like this is that it generates power over time, unlike a simple battery. I have yet to determine how I can simulate this (or if I can). I'd like to, as there are a few other items I'm interested in adding which would benefit from item-spawning abilities. As always, though, I don't want to chase something like that down the rabbit hole. So hopefully that won't be too hard to rig.
Anyway, another day of adding content comes to a close. The next build is already full of some fun surprises, but I think I can still pack in some more.
Hope everyone has a good weekend, and see you Monday!