Narrative Work, Art, and RTG Power Cell
Today was a mix of narrative work, art direction, and item creation.
I was thinking about the Merga Wraith the other day, and how some players have reported their ability to defeat it in combat. Originally, this was going to be made impossible, so the wraith must always be avoided. (There's a certain mythology behind it preventing a mundane defeat.)
However, I realized that this might be an opportunity in disguise, and that perhaps I could open a door for further exploration if a player defeats the wraith. There are some clues to Philip's (and the setting's) background that could be uncovered if the player learned a bit about the wraith. Not too much, mind you, but a glimpse into the wraith's origin or abilities could be revealing. (And if done right, maybe foreboding!)
So I spent some time today exploring ways to make that possible. It's a branch I wasn't originally considering, but it's a useful one in the collection of branches players can explore to reveal their and the world's past.
I also received another concept art draft today, and man, I'm pretty excited for you guys to see. I think that if I were rich, I'd just commission concept artists to make all my ideas into paintings all day long. It's addictive!
Finally, I spent a few minutes tweaking the item discharge code to work in reverse. Now, I can specify rates of item creation for containers, so things like Bob's "Hot Brick" can generate charges over time. Which, of course, I did!
This might also open up the possibility of making item harvesting more intuitive. E.g. instead of "crafting" water from rivers and lakes, maybe they're just big containers full of water that replenishes each turn? Seeing some new players struggle with the UI we have now makes me think there's still usability work to be done there.
Normally, discovering a UI failure would be discouraging. But it's very useful to see specific examples, as I can focus on tangible cases.
That's all for today. Hope everyone has a good night!