Writing and Minor Bug Fixes

No build today (I avoid Friday builds as a rule, just because mistakes usually mean I'm stuck working Saturday morning fixing bugs :).

I spent the majority of the day working on plot stuff again. I've nearly finished implementing the encounter I've been working on, and I thought I'd share a snapshot of it in the editor:

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2012-05-25.png) This encounter brought to you by Chef Boyardee

It's the upper left one, and you can see some interesting flow patterns. Colored lines represent possible connections (flowing in the tapered direction), which depend on both player input items and conditions the player has. Some nodes deposit conditions on the player (e.g. "accepted Hatter mission"), meaning that although there are lines connecting two nodes, it may not be possible to traverse the line based on conditions accumulated in previous nodes.

The "scissor" patterns are actually parallel plot flows, with a mixture of shared and unique text, based on choices made. Elsewhere in the encounter, you can see a larger divergence in outcomes.

The lower right tangle is a piece of the cryo facility, which looks really complicated by comparison because most of the nodes can go to most of the other nodes. It's a shorter encounter with many choices, while the upper left one is a longer encounter with fewer choices at each stage.

There's still a bit more to do on this upper left one. Notably, the upper right portion of it needs a few more nodes to wrap up the various outcomes, and I'll still need to do another pass where conditions and items are deposited on the player (it's just text panels and player choices right now).

I also started adding new headlines related to this encounter, explaining a bit of backstory.

Apart from that, Cameron has been plugging away at his encounters, and just sent me an update to one of them this afternoon. I'll be digging into that early next week.

Finally, I managed to fix a few bugs in the build. One was related to headline randomization, the other should fix the issue where encounters don't update when removing items using the drag cursor instead of the take/drop cursor. (e.g. scavenging bars wouldn't update when moving items from right to left using the drag cursor).

This should be fixed in the next build.

And that's it for today! Have a good weekend, and see you Monday!