robbery mission dev thread

A fantasy otome RPG about three young thieves with special skills https://www.winterwolves.com/queenofthieves.htm
Bluenose
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Re: robbery mission dev thread

Post by Bluenose »

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).
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jack1974
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Re: robbery mission dev thread

Post by jack1974 »

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 :lol:
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Thee Forsaken One
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Re: robbery mission dev thread

Post by Thee Forsaken One »

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.
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Anima_
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Re: robbery mission dev thread

Post by Anima_ »

jack1974 wrote: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 :lol:
I'm pretty sure all my suggestions fit that description. At least as much as noble and merchant of course. :wink:
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
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Rebly82
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Re: robbery mission dev thread

Post by Rebly82 »

jack1974 wrote:Image
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! 8)
At the top right, there seems to be a clock tracker. Is this mission timed? Can you play without the pressure of a timer?
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jack1974
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Re: robbery mission dev thread

Post by jack1974 »

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" :)
Rebly82
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Re: robbery mission dev thread

Post by Rebly82 »

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" :)
Whew okay! That's no problem then! :)

I thought it was a real time mechanic. While I suppose it would add greater challenge, I suck more at those sort of things. :lol:
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jack1974
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Re: robbery mission dev thread

Post by jack1974 »

Haha no, real-time mechanic wouldn't work well with my games. I think won't make any with it :)
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jack1974
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Re: robbery mission dev thread

Post by jack1974 »

Image
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 :P
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jack1974
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Re: robbery mission dev thread

Post by jack1974 »

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 :wink:
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