Development thread

A mystery life sim set in college http://www.winterwolves.com/nicole.htm
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Svanhildr
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Re: Development thread

Post by Svanhildr »

^ I know, right!
Rawr x3 Jeff baby!
Meep :3
HollowVesta
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Re: Development thread

Post by HollowVesta »

Is there a preorder? (did I miss it? DX)
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jack1974
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Re: Development thread

Post by jack1974 »

There are the links here: http://www.winterwolves.com/nicole.htm
mizu_ki
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Re: Development thread

Post by mizu_ki »

Thank you for the Nicole update on your blog!!! :yahoo:
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jack1974
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Re: Development thread

Post by jack1974 »

Image
Jobs added! Tomorrow (or monday) will add the online shopping to buy the gifts, then I have to add all the new texts that Sarah proofread, and should be good to go for testing...
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jack1974
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Re: Development thread

Post by jack1974 »

Obviously real life had to get in the way yesterday so did almost nothing! But still managed to start coding the online shopping screen:
Image
I'll have some unexpected trip to do this week, but I'm still confident I could release the beta for the weekend. We'll see! :mrgreen:
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Lonestar51
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Re: Development thread

Post by Lonestar51 »

Nice to see how it goes forward. Even if I will wait for Yuri...

One point, though: What is the price of the stuff, and where does the player see it? (The overview page on Amazon has the price shown. So maybe the "online shopping" page in the game should do the same.)
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jack1974
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Re: Development thread

Post by jack1974 »

Yes I'll show the prices over each product, is still work in progress :)
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jack1974
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Re: Development thread

Post by jack1974 »

So I have basically finished the shopping but I have some doubts about how to implement it...
Right now players can buy the item and then if is a gift (some items are stat boosts) another menu show up asking you to pick a character to give the item.
But what should happen next?
1) click on the right character = good choice = increase relationship. Ok this part is easy, but what's next isn't...
2) click on the wrong one, what happens ? item wasted (and money too!) or simply the character should refuse the gift and you can try another one? at that point though it would be just a matter of clicking to all characters to find the one who want that, so wouldn't make much sense. I could have each action consume some time though...
3) even if the gift is not targeted, you still get a small increase (if someone makes you a gift you should appreciate it anyway, even if isn't what you were expecting!). This way every time the item is consumed, but even if is wrong at least you get a bit of increase (but very small like +1).

I am thinking to go with option 3 since seems the best one to me, but if you have any suggestion, I'm all ears!
mizu_ki
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Re: Development thread

Post by mizu_ki »

I would choose option 3 too. If you went with option 2, a suggestion might be that maybe the gift (if it is refuse) can become a stat boost and you get a cryptic or annoyed hint/clue of what a better gift would have been for that character. I mean if I bought a gift for someone and they refused it, I'm not going to throw it away. I would give it away (like you said but then it would be pointless unless you did implement an action consumption) or I would use it.

Question though: Can gifts be given to any character no matter where you are in a relationship with them? Or will you only be able to give them gifts once you reach a certain relationship point level?

Like for instance:

You want to give Jeff a gift but you only have 30 relationship points with him. Will he think that you are being friendly or trying to gain brownie points with your Professor by being nice to his #1 teacher assistant?

or

You give Jeff a gift when you have 80 points and he falls even more for you.
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