The last character introduction for Planet Stronghold 2 is Avae! I was unsure whether to talk about him or not since he is a bit of a spoiler, and was supposed to be a secret romance! But I figured out that once the game was out, the news would spread out anyways, so…!
Nelson finds Avae in a cave, hiding from something or someone (I can’t go into more details, sorry) and asks for Nelson’s help. While Avae isn’t a proper spy, he is very skilled in the art of camouflage and information gathering. When they first met, Nelson is unsure whether they can rely on Avae, but as time goes by, Nelson will learn to trust him and thanks to his knowledge they will learn a lot of new, interesting things. He will provide a lot of background information about the planet’s races and some unexpected mysteries that will change Nelson’s opinion on several things.
He can be romanced playing as Lisa.
I’m at very good point on Planet Stronghold 2: with all my RPGs, the hardest and longest part is to build up the “foundations”. That is, code all the different gameplay changes vs previous RPGs, define the skills, the items, and all the sort of tweaks I need to do for the battles, inventory management, resources and in this specific game also crafting, salvaging, etc.
Coding them is the first step – then there’s also all the testing involved and believe me some bugs can pop-out even months after you coded the feature.
Anyway, I’m now at a good point where I mostly need to write the missions, main plot and camp talk scenes. I’d say about 70-80% of the gameplay part is done, so now I only need to decide which aliens are in which scene, which skills will use to do the skill check, and so on. So basically no new coding (or very small) but mostly writing and making sure everything makes sense from the story point of view.
Unfortunately this is also the most complex game I’ve ever made from this point ! Yes because for each scene I need to consider a lot of conditions/variables:
– was the player a loyalist of the Empire, or Rebel?
– was in a previous romance with that character?
– what is player’s alignment? (you can be Forceful or Friendly)
– what was the outcome of past missions? I play dialogues differently if you were successful or not
And that’s just one part of the things I need to check! Since in this game you can fail the quests (except some key plot scenes, you can fail many quests without a game over) the NPC will react differently. For example I just wrote a scene in which your team gathers around you, and then different things happens: if you failed all the missions, Tom will scold you (maybe even punch you lol). If you were successful in all, Tom will praise you and shake your hand (but if you’re in a romance with him, extra lines will play).
As you can see, I’m writing this game myself using an editor also because such level of complexity was really too hard for an external writer to consider (this is more close to ‘coding’ than simply ‘writing a story’!).
Hopefully all the time spent on this will show up in the final game 🙂 I hope to have a playable beta of the first two chapter fully edited by end of April!