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robbery mission dev thread
Posted: Thu Sep 24, 2015 10:01 am
by jack1974
Today I've officially started coding it. I have already written storyboard for several scenes but I didn't code anything yet. The first screen is where you'll choose which items to bring with you:

it's not much about "realism", since you can always change the armor/weapons you're wearing during the missions (I don't want to limit this since would be only annoying) but gameplay. A main issue of Loren and SOTW is that at highest difficulty levels was hard to balance since I couldn't know how many potions players could carry with them. You could beat some battles just using 100 bombs or healing/resurrect potions. In this game, not anymore
(on the other hand in this game you can never get a "game over", so...)
Re: robbery mission dev thread
Posted: Thu Sep 24, 2015 10:12 am
by yayswords
jack1974 wrote:You could beat some battles just using 100 bombs or healing/resurrect potions.
Or zero.

Re: robbery mission dev thread
Posted: Thu Sep 24, 2015 10:13 am
by jack1974
Yes I was referring to a particular user...

Re: robbery mission dev thread
Posted: Sun Oct 18, 2015 3:15 pm
by jack1974
After a big break (to work on PSCD... I wish it was a real break! :lol) from this, today I've resumed. I almost finished coding this screen:

now I need to think what limit of usable items to put on the missions

Probably it will be dependent on difficulty, like 3-5-7 or something.
Or I could simply not put any restriction on quantity, but difficulty would change the usable items prices, so at one point wouldn't be viable anymore to spam the potions/bombs, since you would spend more money than you steal

Re: robbery mission dev thread
Posted: Mon Oct 19, 2015 10:40 am
by jack1974

So I made my mind (of course, values can be tweaked):
Easy 6 items
Normal 5 items
Hard 4 items
Nightmare 3 items
I think this way should be balanced enough. Items in this game are more powerful than in all my others, so limiting it to 3 in Nightmare seems fine. At least for now.
Now the biggest obstacle is the actual robbery screen, once that is coded, I'll have still to design/code some more battles but most of the work will be done

And thinking that this game wasn't even supposed to have a RPG part...
Re: robbery mission dev thread
Posted: Mon Oct 19, 2015 10:43 am
by yayswords
90 points? Who would actually have that much?

Re: robbery mission dev thread
Posted: Mon Oct 19, 2015 11:18 am
by jack1974
Yes the text wasn't updated, I noticed it myself after looking at the screenshot!

It's actually more like 6 or 9 SP

Re: robbery mission dev thread
Posted: Fri Oct 23, 2015 8:40 am
by jack1974

So after the "choose your items" screen, this is the main screen you'll see. Currently the gameflow is:
1) on the left the list of possible targets. Initially it's empty like in the screenshot.
2) on the right you can navigate into the three town districts: merchant, nobles and military. Each district has unique features during the robbery missions, as explained in some previous posts
3) the action possible are: pickpocket, if you don't feel like doing a full robbery mission you can tell Thalia to pickpocket people in that area. Obviously, the income will be smaller, and there's a chance to get caught. If you fail to pickpocket an ex general or mercenary... things could be bad
the other action is "explore", which will add a new target to the list, based on your current area. If you choose explore in merchant area, will add merchant houses targets, and so on.
There's space for one more button, it will be "start robbery mission", based on which target you selected on the left list. Currently is disabled since there are no targets.
Now going to create the pseudo-random code to generate all the various houses/mansions. That will be the longest part. Once that is done, I still need to write/code/design a good amount of places, but even considering going a bit slower it should be done by end of next month. Then, will really be only a matter of waiting writing/ending CG

Re: robbery mission dev thread
Posted: Fri Oct 23, 2015 10:15 am
by yayswords
Is there a cost/risk to exploring?
Re: robbery mission dev thread
Posted: Fri Oct 23, 2015 10:19 am
by jack1974
Haha I already tweaked that screen a lot

Each action consumes time. Sisters have 4h of time each night (they need to sleep too! poor creatures). So pickpocketing consumes 15min-1h, exploring 1h-2h.
There are also random outcomes to actions. Right now, I'm coding a fun battle if you fail to pickpocket a noble, you must chase him before he calls the town guard, while fighting his bodyguards
