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News from the scripting mines!

So putting the imp cave quest lines together and I started running into snags. What if the player goes scorched earth on this quest and starts beating everyone up? How do I keep track of that? Or what if the player decides to corrupt everyone instead? Or seduce everyone? I started making triggers for when those events occur and added a section to each quest to keep track of new flags. The flags are simple counters for now and can be added, or cleared as needed. I think this will be flexible enough to handle most situations but also simple enough so I don't have to write a whole bunch of one off logic for each new instance. We'll see. So far now that I'm using it in the imp cave quest it seems to be holding up pretty well.

But this also got me working with factions and player relations again. And I'm right in the middle of adding extra functionality to those. This is so I can add stuff like if the player starts stealing from or attacking the imps then the location will become hostile. I'm almost done writing this stuff and then I'll start testing. Currently I'm thinking I'll do something like Skyrim where if the player makes a location hostile they'll be able to leave for 3 days of in game time and then the location will no longer be hostile? They'll still have any bounty on them that they incurred and they'll have to deal with that but the residents will no longer attack on sight. Or should I make things even less forgiving? Once the player becomes an enemy of a town or faction should that town always and forever attack the player on sight?

And lastly and really quickly to de-stress a bit I added a pig nose, ears, and tail transformation item. I've got a questline in mind further down the road that I want to use these for. :)

Alright, back to working on the quest stuff - sorry this is taking longer than I expected! I didn't know which parts and pieces I would need to fix or re-work for quests until I got in there and started actually putting all the pieces to work. Hopefully it won't be too much longer before the next build is out!

News from the scripting mines!

Comments

Yeah, I think that's going to at least be the initial version of the system. This way things are a bit more forgiving on the player. But we'll see what people think once I get the system fully implemented. And thanks for the input it's really appreciated! And lol, after this build I'm hoping to get back to the slimeball stuff. My tests with the new fluid systems look really promising and hoping that'll mesh with the slimeballs!

slaen

I like the idea of a multi-day cool down for faction friendliness.

Tacopete


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