robbery mission dev thread
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Bluenose
- Young scout
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Re: robbery mission dev thread
Who'd be rich in the area? Nobles, government officials and their offices, some merchants, bankers, temples and their priests, some mages I imagine, possibly successful artists, other criminal types (an ex-pirate might have interesting guards).
- jack1974
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Re: robbery mission dev thread
Yes though I want to keep the people the sisters rob "evil" or at least greedy
they must not seem common thieves but stealing only from rich people "who deserve it". Well my explanation is horrible (after a day of work my brain is muddled) but I hope you got what I mean 
- Thee Forsaken One
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Re: robbery mission dev thread
Joanne would never allow the sisters to steal from the clergy. Thalia would be all for it but she'd be outvoted by Kira and Joanne.
- Anima_
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Re: robbery mission dev thread
I'm pretty sure all my suggestions fit that description. At least as much as noble and merchant of course.jack1974 wrote:Yes though I want to keep the people the sisters rob "evil" or at least greedythey must not seem common thieves but stealing only from rich people "who deserve it". Well my explanation is horrible (after a day of work my brain is muddled) but I hope you got what I mean
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
Part-time emotionless AI
Part-time emotionless AI
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Rebly82
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Re: robbery mission dev thread
At the top right, there seems to be a clock tracker. Is this mission timed? Can you play without the pressure of a timer?jack1974 wrote:
another big step finished! The list on the left populates based on new discovered target (pseudo-randomized). Now I'm going to add sorting by the column values (even if there won't be a lot of targets, I'll add a limit).
By default all info is hidden, and you can use the "Gather Info" button to discover more, spending time or a little money
So far seems to work rather well, this part of the game seem fun already!
- jack1974
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Re: robbery mission dev thread
The timer is only a sort of "turns". Each action uses an amount of time, and I have some timer-related mechanics in the robbery itself, but have yet to code it. But is not a real-time timer, I just thought to use that instead of "Turn Left: 9" 
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Rebly82
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Re: robbery mission dev thread
Whew okay! That's no problem then!jack1974 wrote:The timer is only a sort of "turns". Each action uses an amount of time, and I have some timer-related mechanics in the robbery itself, but have yet to code it. But is not a real-time timer, I just thought to use that instead of "Turn Left: 9"
I thought it was a real time mechanic. While I suppose it would add greater challenge, I suck more at those sort of things.
- jack1974
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Re: robbery mission dev thread
Haha no, real-time mechanic wouldn't work well with my games. I think won't make any with it 
- jack1974
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Re: robbery mission dev thread

final version of the robbery screen. I like how you see all the info you need about the target building at once. This was a test, there aren't any building actually so small in the game
- jack1974
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Re: robbery mission dev thread
I finished all the merchant district templates, 5 in total. For now I'm going to do 5 each district, so 5 x 3 = 15 different ones. Also several rooms inside are randomized so you won't always find the same content on the same rooms.
I can of course add more later, with this system is easy to add more content. Though I don't want to overdo it, especially considering that there's also the 9 levels of the catacombs, and that this game wasn't supposed to be a RPG. So I think I've already added enough content
I can of course add more later, with this system is easy to add more content. Though I don't want to overdo it, especially considering that there's also the 9 levels of the catacombs, and that this game wasn't supposed to be a RPG. So I think I've already added enough content

