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Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 7:24 pm
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).
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 7:27 pm
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

Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 7:30 pm
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.
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 8:41 pm
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

I'm pretty sure all my suggestions fit that description. At least as much as noble and merchant of course.

Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 9:03 pm
by Rebly82
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!

At the top right, there seems to be a clock tracker. Is this mission timed? Can you play without the pressure of a timer?
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 10:39 pm
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"

Re: robbery mission dev thread
Posted: Tue Oct 27, 2015 8:10 am
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.

Re: robbery mission dev thread
Posted: Tue Oct 27, 2015 8:18 am
by jack1974
Haha no, real-time mechanic wouldn't work well with my games. I think won't make any with it

Re: robbery mission dev thread
Posted: Sat Jan 16, 2016 11:11 am
by jack1974

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

Re: robbery mission dev thread
Posted: Sun Jan 17, 2016 9:59 am
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
