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     So during both of my 5 hour train rides for MAGfest I got some good coding work done, optimizing and fixing a few things. While there I also got a couple friends to playtest my build and it gave me some good notes on a few things I have to fix up, but overall I've been really happy with the reception it's been getting. It's all really coming together.


The biggest thing that I've gotten done lately is getting the systems for parsing CSV files for use in writing conversation scripts almost done!

    For the old way, I wrote conversations was in GMS2 by making long scripts that were tedious to set up, but I am almost done switching over to using CSV spreadsheet files instead. I have made almost 80 preset functions that I can use in conversation scripts. They range from:

  • Picking 1 line of text from a random assortment.
  • Entering the inventory menu.
  • Change the conversation if Bito is holding something.
  • Exiting the inventory menu.
  • Pick text based on what the NPC's mood is.
  • Picking text based on how big Bito's "tool" is.
  • Change what time of day it is.
  • Set where a NPC should be standing.
  • Give the player and item.
  • Update the status of a task.
  • Change the BGM.
  • Have the NPC say flirty line if the player has been flirty with them.

     All of this can now be done with a couple cells in a spreadsheet. It's so much quicker now to write new conversations and route ones with branching paths. The only things left to do are mostly held up by the systems they would be interacting with not being done yet, but that stuff shouldn't take too long to hash out.

    I mostly need to finalize managing the systems for advancing relationships. My plan is some interactions with characters will silently add points to 1 of 3 pools, 'friendly', 'flirty' and 'mischievous'. At the end of most conversations there will be a check for if you met the criteria to change your relationship status. If you do, you will enter a 'confession' scene where a small exchange will happen and your overall relationship status will be updated.

    To give an example, you start out with a "Neutral" relationship with someone, but during gameplay you talk to them a lot and do a few quests for them. You will build up a lot of "friendly" points, and eventually a confession scene happens where they mention how they really appreciate you for all you have done. And then the relationship status will change to "Friendly" and how that character talks to you from then on will change accordingly.

    In general, I want the relationship building gameplay to be more than selecting the right specific options from a menu, but instead for things to build from what you do in the gameplay. Interact with your favorite characters and things will grow from there.

    The other missing thing is clothing/equipment can't actually be removed or given to NPCs yet, due to them being handled differently than standard inventory items. That should not take long to add when I get to it.

    For other additions, there is a new obstacle! A giant eye that watches Bito and occasionally fires energy beams in Bito's direction. There is also now, in addition to deciding what 'tool' is between Bito's legs, you can also pick how big you want it compared to other 'tools' lol. It mostly just effects some flavor text, but in addition to all of the other preference options, I wanna give the player as much customization I can feasibly add. the next build should have a lot more of those options working now that the CSV stuff is almost done.

    In closing, I'm right on the cusp of where I can finally stop working on all of this technical back-end stuff and start adding new content and make a new build for all of you to play. I got a lot of plans, and they should see the light of day VERY soon.

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