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Hi everyone! Today I worked on planning documents to start a To-Do list for production. I've decided that the first path I'll be working on will be Mason's path. I have a bit more of it planned out and I feel like it'll be a good starting point for getting the hang of my new programming method.

Here's my current To-Do list!

Separate energy stat into energy and food stats

Food stat is affected by food and water. Depletion [ takes 24 hours ] will affect the rate at which the energy stat depletes [ double? more? ] Food stat will be out of 24.

Energy stat is now just for sleep. Depletion [ takes 24 hours normally ] will result in mandatory sleep for 12 hours. Sleep stat will be out of 24. Player induced sleep will restore 3 points per hour slept. [ so player induced sleeping can refill an empty bar in 8 hours ]

Redesign stat bars. they ugly.

Leave UI for now, approach later.

Create temporary text version of Mason's map. Will be switching to hand-drawn style. write in Player receiving paper and pencil. Paper and pencil will be inventory items, using them will allow the player to look at their map and/or fill in new spaces. 

Assign time costs for travel to areas of the map based on user's current location

Decide on location list for Mason [ REDACTED ]

Program Mason's movements [ hunting during the day ]

Start building events for Mason

[ LIST REDACTED ]

add more to auction

redraw auction circle

create ways to die/live screen [ with cute icons? ]

choose font and create 'you died' screen [ add start over / check saves buttons ]

So I assume that'll keep me busy for a while. You guys will be getting reports in once I finish major stuff! <3

And if you're curious about the more technical side of things, here's an outline of the new programming structure for the game's timeline- completely different from the old branching tree method I was using before.

TURN ORDER PROGRAM:

Arrival

Check $ Location [ assigned map area ]

Award +1 hour

Check $ Arrivedby [ new= player just entered this map area, idle= player stayed in this map area, sleep= player was sleeping in this map area, chased= player arrived while running from a pursuer ]

Statcheck [ call subroutine Stat_Check to assign any new ailments or activate stat-based events ]

Display

Display background assigned to location and time

Event

Call subroutine to check for events. This might be massive, make sure to check for game stability along the way to see if it slows significantly. Events check a variety of variables such as the player's location, time, and the location of enemies. Events will be checked in order or priority!!! Must be tested constantly for conflicts.

***Figure out how to check if event subroutine came up with nothing, so flavour text for no events can be displayed / alternatively, assign the flavour text as a low-priority event.

[ Player's map and items will be disabled via $ phase = "event" ]

Explore

A pause after all assigning, where player can access items and map. Player can interact with any on-screen environmental buttons [ unlimited ] and Player can choose to idle, travel, or sleep [ will activate new turn ]

Some events can be accessed via explore options [ IE, player uses items to build a fire, player discovers a trap ]

STATCHECK

Health [100] depletion results in death

Sanity [100] depletion results in event call [ probably death ]

Energy [24] depletion of 1 per hour, hitting zero results in mandatory sleep lasting 12 hours

Food [24] depletion of 1 per hour, hitting zero results in 2 extra energy penalty per hour

Temperature [ only for Mason / Derek ] [100] reaching max or zero results in death [50=normal]

I hope to have a working model of the above system by the end of the month, hopefully with some finished locations and actual events programmed in! Exciting! X3c

Comments

Moonfireflight

This is sounding amazing! I can't wait to see where it goes.

Anjelea Fisher

Oooooh, all of this sounds awesome! I'm so excited and can't wait to see how it goes for you!