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Monday, January 18, 2016

Bug Testing

A few small design changes have been made to the weather system, instead of being a dynamic over-world system, weather will be determined for only small areas and will carry between nearby zones to give some continuity. Weather will not be visible on the world map view, rather the world map will be designed to look more like a handheld map instead of a top-down world view.

Following testing of the weather system and the completion of gather-ready resources the player character will be input into the game. Creation will start with weather, temperature, time of day modifiable stats, after which the inventory system will be implemented.

Since the above two systems can be fairly expansive, bug testing will start around the time the character stats have been completed. I will need to enlist a handful of people to go through each feature and check for dupes, bugs, and wildly varying calculations.

Friday, January 15, 2016

New Progress

Features Added:
Exits; North, South, East, West inside of the zone without switching to the world map
Playlist; intermittent music will play in a zone with pauses between songs, a playlist will be determined by location
Visual Feedback; GUI to help determine locations of exits on the world map
World Map; Zones are now mapped to the world map, an editor has been added


World map locations in the editor are non square and are blocked off in color, this allows maps to be more accurately placed within terrains. Varying travel speeds will be added depending on location at a later date. Locations of travel can be access inside of the zone or via fast travel. The intention later is to add a path drawing tool on the map which will mark the exits so the player will not constantly need to check the world map to find which area they are trying to get to. Fast travel will only be accessible with a cart or other means with enough supplies; this method of travel will incur random events if used.

The remaining features for the maps include the playlist and the exits inside of the zone. From here the world map will be tied into the gameplay zones, which completes the map editor. A weather system is next to be implemented, which will change certain zone modifiers such as humidity and weather, allowing the resources will be finalized. Resource modifiers are applied on spawn and calculated at the time of collection. Quality and durability of a particular resource will be dependent on the humidity, weather, temperature and season at the time of the resource spawn.

Zones will require a little more fine tuning as they are adjusted for player interaction and special resource types. The world map will also need a little more fine tuning to allow for special player skills (tracking, etc) before it is fully completed. Following the weather system will be animal/taxa AI.