More Shoes, Random Encounters, and Crafting UI
A few more finishing touches on today's task list. I finished adding more shoe variety, plus made some changes to the random encounters and quick recipe UI.
First of all, we have two new "shoes." I put that in quotes because I personally feel these styles of shoe are an abomination :) I have never liked flip flops, and Crocs seem kind of like sandals without the burden of taste.
In NEO Scavenger, both of these will fill the barest of footwear necessities, offering no warmth nor insulation. Just a step up from being barefoot. And worse, the flip flops are at risk of flying off one's feet every so often. See? Useless!
The random encounters also got a minor overhaul, which should make them more common. There are currently ~90 of them in the game, but I think most people only see maybe 1-5 in a typical game. And what's worse, most of these are randomly selected from the same pool of about 12. As a result, I think there's a lot of content all players are missing.
Part of the reason for this is the way random encounters are sprinkled around the map. However, another cause is the way they're triggered. The encounters are split into "neutral," "good," and "evil." And further, they each have a theme like "crazies" or "children" or "religion." Within a theme, one must see them sequentially, since later ones refer to earlier ones. All players start the game able to see "neutral" encounters, and their choices cause them to eventually shift towards the "good" or "evil" collection (or stay "neutral").
Due to this trigger method, most players see a handful of the "neutral" intro theme encounters, and rarely explore enough of the map to see anything else.
Today's change does away with the "good/evil" prerequisites to seeing encounters, so a full 30 are available right off the bat. This should result in about 2-3x more random encounters appearing for most players, and new encounters they haven't seen before. Basically, it's like a new shot of content just got added to the game :)
Finally, in the quick recipe UI, I took another of Kaaven's suggestions and made them sort by category, for easier look-up. For now, this is just a category preceding each recipe name, since that was the easiest/least-risky way to do so. I think this should avoid any line-wrapping, but we'll have to see if I've missed any. But the overall effect should be a more manageable quick recipe list.
I also spent an hour or so playtesting these changes, and I'm pretty happy with what I'm seeing. So I think we're go for a build tomorrow. See you then!