Plot Writing and Bug Fixing, Also Holiday Monday

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.

I also tried to map out some of the clues that the player follows, to see how far each trail leads. Currently, I see three clue trails that the player can follow, each revealing complementary info about Philip's situation. There's a fourth, shorter trail, too. But that one's really hard to surmount right now.

I'm due for another batch of story soon, so I'm trying to figure out which plot snippet to tackle next.

Beyond that, I also did some more bug fixing and tweaking. I added the ability to despawn creatures without killing them, so that I could despawn DMC guards after they wander a while. Some players complained that they litter the map with corpses after a while, and Kaaven had a clever idea to despawn them after some time had passed.

So in future builds, DMC guards will despawn after 8 hours, roughly equating to a "shift" of guard duty. If the player sees them when this timer is up, of if they're in battle, the shift will extend by one-hour increments until either they are safe to despawn or they die.

I also did some tweaking to the DMC bracelet's value. Now, the bracelet will decrease in value after being worn for a while, so it can't be sold back to market for the same price. Furthermore, fake versions of the bracelet go for much less money.

That wraps up work for this week. Just so you're aware, Monday is a holiday in Canada, so I'll be back to work on Tuesday instead. I'll periodically check email over the weekend, in case of emergencies. But otherwise, I'll see you Tuesday.

Have a good weekend!

Comments

Vidar's picture
Vidar

Hey, while we're tweaking the DMC bracelets, why not attach a number [from an RNG] to each bracelet, so one can maybe sneak back into the DMC if they're exiled or kicked out. After all, I can't imagine the guards would recognize you, what with all of the traffic 'n all.

Dragoonseal's picture
Dragoonseal

They don't have to recognize you, that's the entire point of the bracelets. They just scan it, get a yes or no from the system, and send you on your way.

If you're been kicked out or exiled can you not just save up for and buy a new bracelet?

dcfedor's picture
dcfedor

If you've been exiled, you've also been surgically tagged with a permanent marker. (Hence the text about you "waking up" in a room with shoulder pain during the process.) Basically, surgical implants that are like the bracelets, to identify and track people. Doesn't matter which bracelet you use after being caught, the scanner will pick up your subdermal tag :)

Dan Fedor - Founder, Blue Bottle Games

Dragoonseal's picture
Dragoonseal

Oh alright. I've never actually been kicked out personally so always wondered.

I presume that you eventually plan on including an expensive black market method of removing or otherwise disabling the implant to allow access back into DMC? I'd imagine DMC access is pretty much the most sought after goal of those stuck outside. Besides it would pretty much grind the story to a halt to bar any return there.

ManJones's picture
ManJones

Or perhaps a raider just happens to shoot, stab or hit where ever the tag is.

dcfedor's picture
dcfedor

I do have plans to add some shady way to remove the tag for a high cost. In fact, this might be one of the things the Stoat can do for the player, which might mean some reworking of how he appears and can be talked to. Hatter may also have a lead on such a service, though doing it so close to the DMC could be risky.

Regarding the story grinding to a halt, though, I'm actually trying to develop it in such a way that it's non-linear. I.e. the DMC isn't a necessary step in the story. The DMC has some useful info, for sure, and some valuable services. However, there will also be orthogonal threads out in the wilderness.

Basically, the player has to piece together clues themselves, rather than me leading them with breadcrumbs to get 100% story complete. (Indeed, few playthroughs are intended to get 100%.) The DMC is a bit special in that I lead the player there with "the glow," but part of that is to give players a bastion of civilization to lean on in hard times.

Dan Fedor - Founder, Blue Bottle Games

ManJones's picture
ManJones

Still what about a rare and "dangerous" method of the tag being damaged in combat. Yes it is not as simple because you are not sure of where it is and there is a large chance that the place it is located if you are hit there will kill you but that is why it is a rare chance.

Gabe71's picture
Gabe71

I had a realization this morning and it was so obvious, REPAIR!
why cant we repair things, Hey look i got a gun, Nope its broken.
Aw damn that's to bad, NOT!
Repaired it.
Well the thing is The Mechanical & Electrician skill is almost useless, but now you can make it useful!
Mechanical to repair things like gun´s, tool´s, and any kind of metal.
Electrician to repair any kind of electronic, Islab, Phones, night vision goggles.
And even without those skill´s i should be able to repair cloths. except for skin´s need trapping for that.
If its any good please use this idea!

-: with love

dcfedor's picture
dcfedor

Having the surgical tag damaged in combat is possible, but the likelihood of such a thing happening is pretty remote. Like, "losing your pancreas" remote. It wouldn't be common enough to be worth adding special code for.

I do think there will be ways to have it deliberately removed, though. It might not even be pleasant nor safe in some cases, but it'll be possible.

As for repair, it's been something on my list for a long time. I'm not sure if I'll have the time to do it well, but I'm aware of the idea!

Dan Fedor - Founder, Blue Bottle Games

matsy's picture
matsy

I've noticed a few times in your comments you've started "I'm not sure if I'll have the time to do it" or there about. Are you referring before the next release or until the development of the game stops?

Malacodor's picture
Malacodor

He refers to total development time. If he implemented everything on his list the game would probably never be finished.

Ran around with a clown mask before it was cool

Gabe71's picture
Gabe71

Found a bug with the Tactical armor!
the armor overlaps the inventory space in my hoody.
i have my multi tool in my hoody, then put on my vest and the multi tool shows in the inventory space of my armored vest.
but i cant take it, only see it. but there is no problems other then that.
Keep up the good work.
-: With love

dcfedor's picture
dcfedor

@matsy, yeah, what Malacodor said. I have something I call my "wishlist," which includes ideas and player suggestions that I like. It'd take me years to do everything on it, so most of them won't make it before launch.

However, I don't want to forget the ideas, because they're cool. So I keep them on a list. Maybe they'll go into my next game, or maybe the stars will align and I'll think, "oh! I bet I can sneak that in now without disrupting much!"

@Gabe71, got it! The next build should only show the outer clothing pocket.

Dan Fedor - Founder, Blue Bottle Games