development thread

Discuss the sequel to Planet Stronghold here
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jack1974
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Re: development thread

Post by jack1974 » Sat Feb 23, 2019 11:43 am

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I've updated the auto-equip in inventory to use same style as the rest of the other games screen (vendor,inventory). I like this system more since in the previous one it would just highlight the "better" items in green, but now it also shows the damage type, or the armor class (light/medium/heavy) and so on. It's much more user-friendly now.

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jack1974
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Re: development thread

Post by jack1974 » Sun Mar 10, 2019 7:45 am

I am now working on chapter 2, once that one is ready (and proofread!) the beta will begin. As I posted elsewhere, it's really A NIGHTMARE :lol:
This game is probably the most complex game I worked on. This is an example of a scene with Tom:
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I had to:
- check which mission did first
- check if successful or not
- how many hostages died
- check for romance yes/no
all the checks change the text displayed on screen. It's going to be a mess testing it. That's why I was saying that Loren 2 will be easier. Will be longer as text/romances amount, but at least there won't be skill checks or an "open world" so that you need to constantly check which mission player has done, and in which order :? :o

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jack1974
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Re: development thread

Post by jack1974 » Mon Mar 11, 2019 9:50 am

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today I did a big gameplay change even if took just a few lines of code :)
In practice, a complaint of PS1 was that even if you had the "fuel" bar, which got consumed every time you avoided a random encounter, you could just go back to the colony to refill it without penalty.
Since in this game there's passing time/turns, I added this limitation. Before you could just take 1 day and explore all the maps, skipping all the random encounters you stumbled in because there was no penalty :lol: You could get your overall party health to 0% (all dead in practice!) and you could still explore the maps.
Exploring them all is a big thing since you know exactly where the locations are, and you get bonuses when extracting resources. So, after this change, it won't be so simple anymore... :wink:)

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Re: development thread

Post by jack1974 » Thu Mar 14, 2019 8:58 am

Lol I'm writing a scene today and once again I laughed looking at it - the complexity of this game beat everything I've done in the past 10 to zero!
In chapter 2 there are two main plot lines quest, one assigned by leaders and another which is a terrorist attack. You can choose which one to do first. You CAN do both even if it's not easy (time limit).

So I need to consider all combos:
- both done, just one (and WHICH one did first?) or both failed
- two versions if loyal/rebel
- plus several extra lines if existing romance

It's INSANE (tm)
I am wondering if I'm not just shooting myself in the foot by doing such a fucking insane complex branching game, instead of a much more linear plot? lol!

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