Next Steps


Alright, I've taken a week or so out after uploading the first public build. A couple of bugs have been fixed since then; most notably where collision info wasn't updating after opening any of the menus, and a case of code for the spell-casting menu that was never even tested after being written. God only knows how they escaped my notice.

Anyway, there were a lot of things I decided to cut in order to get the build out, one among them being tooltips; this is why a given menu option's conditional flags are just hanging out in the lower-left at the moment. There's a lot of under-the-hood flag-checking going on during gameplay, and it makes sense to hide some of the more esoteric game logic until the player actually wants to see it, as my low-res aesthetic puts screen space at a premium. I've put together a script that should let me plug them in wherever they're needed; they're currently up and running in the inventory screen, so you can  find out what those 8 squiggly icons actually represent. Conditional clauses will probably be relegated to a little "?" in the corner of each option, that will display if hovered over. Over-reliance on tooltips might lead to difficulties if I ever want to try porting to tablets, but I'll cross that bridge if and when I come to it.

Next on the agenda is the exploration systems, specifically those related to Noc: At the moment, your options in the Forsaken City are limited to "trade Supplies to do some random events and get a cash reward based on how successfully you resolve them", which I think falls a bit short of the sprawling stone corpse-city I envision. The rub comes from trying to convey the sense of exploring this type of area purely through Qualities; at the moment I can think of three metrics for tracking progress in this endeavour:

  1. An Exploring Noc quality that tracks progress as an abstract numerical value. This is basically lifted wholesale from Sunless Skies' Langley Hall, though I've expanded on this idea by fleshing out the journey into a series of events, rather than a single stat check. 
  2. Related to the above: having areas inaccessible until your Exploring Noc has reached a certain amount. This could either mean spending accumulated points like a currency, or just have it serving as a gating mechanism. This was my initial plan, with Noc separated into four "wards" each locked by a magic seal; once enough Exploring Noc was accumulated, the option to break the next seal is presented, usually requiring a sub-quest be completed beforehand.
  3. Finally, have sub-areas that can be found when exploring, which can then be re-visited later from the same menu that expeditions can be undertaken from. This is already in place in Anderweald and Stoneholt forests, with the Shimmering Grove being discoverable  before a quest requires you to visit.

These three working in combination with a well-stocked deck of events should hopefully be sufficient, as long as I don't get too bogged down or burnt out creating content to populate it.

Something that was omitted at the last minute was music. The sound effects were the last thing to go in before export, since they were easy to plug into scripts and whatnot. The ambient effects for caves, forests and the general map had a quick system put in for swapping in and out. A system for triggering music was functional, but I wasn't happy with any of the musical sketches I'd made - their tone didn't mesh well with in-game events. I've had a strong mental image of the style of music I'm shooting for - things like simple 808 and 909 drums drenched in reverb, use of chorus, slow chord changes and sparse instrumentation - but I think I need to try for a slightly lighter mood; there's a witch house sort of vibe to the music that needs to be pared back a little.

I think that's enough errant thoughts for one day. I'm going to carry on planning new content in some depth before declaring any new milestone dates, since I'm still terrible at estimating the time it takes me to do things.

Files

A City at Dusk.exe 9.1 MB
Aug 27, 2020

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