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Re: robbery mission dev thread
Posted: Thu Jan 21, 2016 9:48 am
by jack1974
Started with nobles, but luckily I had the good idea of doing some tests at higher level. While the catacombs have fixed enemy levels, the robbery mission are randomly generated every time, so they take as base level the one of your party, plus some randomization.
I made it so that's possible to find some "good deals", that is targets with low defense and encounter levels, but still good money. You can of course attack any target you want but it's smarter to try to pick the ones with lower difficulty (they will still be difficult, in particular at Nightmare level...).
For example in the image below, the party level is 8, and as you can see there are some good targets to rob:
This kind of tweaks are the one most likely to get unnoticed but that take me most time. I basically spent the whole morning to do this, testing every time and at different party levels

Re: robbery mission dev thread
Posted: Fri Jan 22, 2016 2:28 pm
by pahldus
You're correct, sir! Most often if the game works and flows that will go unnoticed, but damn you if there is even one bug. People need to make more noise about those games and publishers that produce a good solid game that works. I mean there is probably just one make of AAA games that I trust and they are probably also the smallest and get the least publicity, that being CDProjektRed.
I find I have more confidence in some of the indie developers like yourself, than those big AAA game companies and I need to make that known more to everyone.
Re: robbery mission dev thread
Posted: Fri Jan 22, 2016 2:48 pm
by Miakoda
pahldus wrote:
I find I have more confidence in some of the indie developers like yourself, than those big AAA game companies and I need to make that known more to everyone.
I know the feeling. Even if the big AAA companies tank, I know there are quality smaller studios who can take up the slack.
And even indies not as large as that, like Winter Wolves, I highly anticipate their next games. I'm really looking forward to Queen of Thieves (and it is much more fun to run through a game you didn't write as well

).
Re: robbery mission dev thread
Posted: Fri Jan 22, 2016 8:29 pm
by jack1974
Thanks

I have to learn myself to not become a feature creep addict, but very often if something doesn't "work" in my mind (and in the code, even if it's very hidden) I can't stop until I've fixed it!
Re: robbery mission dev thread
Posted: Thu Jan 28, 2016 9:38 am
by jack1974
I've now officially finished the Nobles. I have done 6 different house blueprints, but several rooms are randomized in them, so there should be a good variety. Now I have to do the 6 ones for the mercenary area, and then the whole robbery part is done!
I think will have the coding finished by the first half of February. Then I'll just need to wait for writer and artist and "put together" the RPG part with the dating sim part. I think this should be ready for testing for Summer at the latest

Re: robbery mission dev thread
Posted: Thu Jan 28, 2016 12:35 pm
by pahldus
You keep getting later and later with your estimate for testing ... maybe I should just wait til it is done to get excited. I know it will be done when it is done. Been around long enough to know that.
Re: robbery mission dev thread
Posted: Thu Jan 28, 2016 12:42 pm
by jack1974
Well I am not sure exactly how long will take the art/writing to finish, but will have a better idea next month!