Programming week: Map System!

Hey, everyone! Been in a writing/programming mood lately, so I haven’t been streaming. I’ll get back to more sprite work this week, so look forward to it! (http://twitch.tv/aaazareal, from 3-6PM PST)

Anyway, some important news: I changed the resolution from 4:3 to 16:9. The game is now running at 1280 x 720, which is a good size larger than its original 800×600. I’d love to port the game into Android sometime, so I figured I might as well do it at this resolution! 😀

Map System

Essentially, there’s two types of Map systems in the game:
* A side-scrolling Exploration system
* A list-style Navigation system

Exploration System

Players will be able to run around the camp, interacting with objects and people!

You know all the Random Events you’d see when playing the game? Instead of popping up during the Weekly Planner, you’ll see the majority of them while exploring camp instead. If the player finds two characters speaking to each other, you’ll have to interact with them in order to see the event. Most of the Random Events are the main character observing/eavesdropping anyway, so I think it’s a more natural way of showing the scenes. Besides, if you don’t want to see it, you can just ignore them and go on your merry way!

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Important Character Events, while they can be seen while Exploring, can also be seen in other ways. Running around isn’t necessary if you don’t want to, though you lose out on some helpful things if you do. (more Random Events, finding items, doing quests, bonuses to stat gains, more opportunities to raise stats, etc…)

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General Tiberus’ Aides

Anyway, the biggest reason I’ve added this is to have an easier way to expand on the backstory of Minor Characters. There’s a good number of minor characters that play a major role to the plot (usually in Part II) and it’s been difficult trying to find a way to have events with them while not 1) annoying the player by forcing a character they don’t care about into their game, 2) annoying the player because there’s an event every other day, and 3) making things harder for myself by adding a million choices.

I know, I know… “Minor characters? Who cares?” Yeah, I don’t usually care about Love Interest’s Greatest Rival “Bob” or Generic Soldier #34 with Funny Quirk myself, but I like to think my characters are interesting, so I want to show them off… ^q^;; Obviously not nearly to the extent of the Main Characters, but at least to make motivations clear, you know?!

Navigation System

If players don’t want to add XX hours to their gameplay by running around and exploring, there’s a Navigation system in place, too. Basically, it’s a screen which allows players to move between maps, interact with characters, or expand on the Exploration System (secret still ^q^/). Only major characters will be included in these, so you can’t talk to Random Soldier A like you’d normally be able to in Exploration.

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There will also be a good variety of interactions– especially with characters– not limited to “Speak”, “Give Gift”, and “Ask for Training”. Exploring the map can unlock certain topics, for example, and players will be able to ask the characters about it. Having certain items in your inventory also opens up new choices (Extort Money). Certain days of the week has characters doing something else, and you might be able to join them!


Anyway, I don’t want to talk too much about the details of the Map systems and how each element works. But How do people feel about it? Are there any concerns or grievances that people have with the ideas so far? (Exploration and Navigation Maps) I know Battle systems, for example, can make people uneasy, mostly because a good majority of them (especially in VNs) aren’t really fun. Cool for a developer, but unfortunately not so much as a player. x’) I’d like to keep those issues in mind, since this is a long game and I don’t want players to put up with annoying things.

For example, people can be concerned about: slow walking/running speed, weird controls, unnecessary number of clicks, speed between transitions, performance issues in general, its importance or its role to the game and the other mechanics, etc… There might be some more things, but I’d love to hear what you guys would be concerned about when walking through a map. I can try to brainstorm some solutions to them while I cobble out the code.

So yeah, if you have any concerns, let me know! It’d be extremely helpful!! *v*/


I was going to talk about more stuff, but this post is really long already, so I’ll just update next week with more programming stuff! x) I hope everyone’s doing well!

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Revisiting Panaderia: Ensaimada

Had a really busy week the last two weeks. I haven’t had time to work too much on my games. Still, I decided to take up Panaderia: Ensaimada again. I found my script, didn’t think it was horrible as I remembered it to be, and thought, ‘Hey… I could finish this in a month if I worked hard!’

monay_grinI’ve been working on the programming for the last three days. There’s a lot done when it comes to the gameplay mechanics. I just need to finish it up.

  • Up to 3 Customers can enter the shop at a time. (Buttons need to disappear according to who the player clicked.)
  • Working pseudo-textbox for conversations during gameplay.
  • Coco has a working “Assign Work” button.
  • Inventory displays Items. (Needs to fully transition to using Item classes, and have a self-filling grid.)
  • Ingredients’ high grade value increases, decreases, and appears accordingly.
  • Random Event generator also executes functions. (Still needs a function to check validity of events.)

I’d show a screenshot but it’s really basic with default Renpy windows. :’) My goal is to finish the coding aspect in a week. Afterwards, I’ll concentrate on getting the script done.

As for Magicians of Delphine, I’ve finally decided on the art direction I want to go. Other than that, I don’t have any updates on it. I haven’t been drawing much and I haven’t found the time to fix up my Day Planner system since I announced it. orz The game will be daily now, and even if there’s a good number of clicks now, I think it’s a lot more fun this way.

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MoD: Weekly Planner System Part 2

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Screenshot of Daily Events page. Here, players can allocate free points to control the probability of certain events appearing during the Weekly Schedule System.

Worked on the Weekly Planner system this week!

  • Daily Event page functional
  • Lets players ‘level’ events
  • Automatically calculates the probability in relation to other events and their levels
  • Returns random daily events

I still have some things to do, like pretty the page up, add multiple pages, apply cool transitions, and test the save, but it all works!

Apart from the Daily Event page, I also made a mockup of how I want the Weekly Planner to look like.

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The probabilities on the Daily Event page influences which event appears on the Weekly Planner system. Here, players choose one of three random events to do on that day, filling up Monday to Saturday.

I still need to program it, though. After this, I’ll need to do the events themselves! I also want to work on sprites, so I’m not sure what I’m going to do this week. I’m extremely motivated to work on tons of things right now!

MoD Update! & 4koma: Army Perverts

 & FshospritesWorking on the final sprites since I’m having a hard time completing the writing for Part I. Sho is completely done, so hooray for that! I’ll try to take screenshots of the game with the characters I’ve finished, but if I don’t bother, I’ll just post pictures of the sprites themselves.

In other news, I’ve decided I’ve put off the Battle System long enough. I’m actively working on it now. My brother’s helped out with some of the code, so I’m not completely alone in figuring this stuff out. I’ll post screenshots of the prototype soon so people can have an idea of what’s in store! 😀

I also have a comic!4koma6

Aaaaaand the extra.4koma6_extra

The worst one of them all.
It’s tough being a lover of women (or men).

Probably not canon, but if these three knew they’d get away with it, they’d probably do it without hesitation.