[Feel free to skip to the last section you aren't the type for my walls of text. It's fine, I understand; I am not a patient man myself. That's where I talk about the Pre-Alpha.]
Ok so we're almost done this shitshow of a year. Just a few more weeks, hang in there.
More importantly, just one week until Cyberpunk 2077. I'm not sure why everyone else is excited for that game, but I've literally never played a cyberpunk-themed FPS/RPG hybrid that didn't immediately get added to my top 10 list of games. I'm completely fine with there being nothing else I'm legally allowed to do during this Christmas holiday. What are the rest of you doing?
Anyway, I got more time tweaking this. I picked 4 goals last month with the intent of doing at least 2 of them.
1) Resurrect combat system. I wanted to make combat a launch feature, but I've reconsidered since I made this goal. Reason: It would take a while to make this fun or interesting for 1-on-1 combat (since you can barely get party member in the game as-is). This will be really fun though, I'm looking forward to it.2) Revise event system. I revised this. Now if you have a quest that takes you to an area, you'll have a relevant link suggesting that you for example "Look for that drug dealer you came here to confront..." which will launch the relevant event. This doesn't sound like that big a deal, but it involved revising a few things. I did a million other changes to how events and locations are worked. It's still kinda annoying to navigate between places for reasons I haven't thought enough about to put into words - something I'll have to work on.
3) Finish more of the pharmacist story. I wanted to get this to the point where she was recruitable. I almost have it there, and may well implement it before release. Of course, once in your party she'll only be able to chime in on things; later, party members will be able to do more.
4) Implement Psi Trainer. Haven't worked on it at all.
- I messed around with how traits work. I'm on the verge of having traits work from table data instead of manually coding in their effects to certain circumstances individually. Any given trait (eg 'gullible', 'big boobs', 'short', 'married', 'in relationship', 'religious') can impact a character's ratings for looks (will determine their appeal for stuff like prostitution, porn, and how difficult it might be for a low-level character to communicate with them), fertility (how easy it is for the char to get pregnant), seductability (how easy they are to seduce), and soforth.
- I started working on 'properties'. I intend for the player to be able to buy or rent properties. Obv you'll need a place to live, but you might also need an office (to look professional for certain types of interractions), a photo studio (to take photos or shoot porn scenes), dungeon chambers (I don't need to explain), living quarters (to house whores, once prostitution feature is implemented). This is just the start of something for further down the road.
- I fixed a few issues with pregnancy, and also added a stock pregnancy notification event where, if the pregnant character knows the player, is aware that the player impregnated them and did not impregnate them via rape, the player will receive a call at a certain stage of the pregnancy wherein he will be informed of it. Depending on the woman's traits, there might be variance in the conversation (eg. if she's married, that will be relevant to how she reacts). The player can spurn her, make her promises he may or may not intend to keep, or even try to fool her into thinking that he cannot possibly be the father - and the game will remember these choices. This is a feature that I will revise more with time, to add complexity and have your stats matter more in the outcome. There is a second follow-up to this closer to birthtime that I've only vaguely started. (I'll have to remember to change the pregnancy duration variable up, currently pregnancies are set to last 6 days.)
- I made some uh... how would I call them? Elements that can be reused across every scenario for the same circumstances. For example, when you're about to have sex, a woman might ask you to wear a condom, and when this happens the game will use a widget that has all the possible responses - based on your stats and her traits, of how you can address this (use a spefic type of condom, lie to her about being infertile, etc etc). Another type that I'm still working on is when you come across a locked door; you can lockpick it, unlock it with a specified item, force it open, or use another skill to get around it. I'm not finished this one but it'll look like <<chooseunlock key_frontdoor 3 5 0 >> where key_frontdoor is the item required to unlock it, 3 is the lockpick skill level (there's no lockpick skill per se, it's more of a generic fingerwork skill), 5 is the strength level, and so on.
I'm definitely also excited for Cyberpunk 2077. Not too keen at looking at any leaks myself, but a lot of other people seem to describe it as not disappointing the hype, even without the day one patch.
ReplyDeleteInterested to see how the traits will change things for sure. Maybe you can fool a religious women into thinking you're the savior (because of your mysterious powers), maybe even go as far as to make your own religion.
About the properties, maybe you could also add secret laboratories for you, the player, to experiment with your powers to understand them better. Might be a nice way to discover lore about incubi (and maybe succubi if there are any).
Didn't realize until now that you had a discord, maybe I'll just dump more of my ideas there.
Have ideas for a religion component, not sure if I'll use them. Feel free to share ideas on discord.
Delete@Wade:
ReplyDeleteI understand my comment/suggestion is late due to you finishing "Incubus City (v1.9.9" if it is finished, it would be fantastic if the player can travel to the island through the tickets he receives from one of the missions I cannot remember that way it will make sense and you as the character will have a reason to go to the island to speed chaos and mayhem with your seed at the sametime. Don't you think? Just an idea.
I put a reference to the island in question that II will take place on in IC - it's named on that ticket iirc. You'll see how it connects eventually.
DeleteThe marrried a murderess ending?
Deletethoughts about Cyberpunk and the s*** show it has turned into lol?
ReplyDeleteEmbarassing for CDPR, but I'm enjoying the game for the most part. (Playing on PC.)
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