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Here is another little diagram for 0.0.2 in February. We would like to have most of the intractable part of the city done, mostly the two lower tiers that you saw in 0.0.1. In addition to both versions of the city with the day and night cycle. This is the biggest job for a single scene in the game. This picture (city) is huge, and will be the biggest picture Sunset  has ever created to date. Most of the buildings will be set up, but we will disable them for now since there will be little to any content in them. This will give us a strong base moving into March where we are aiming for the bulk load of content to start flowing into the build.

The other major piece of this build is getting the majority of the background programming done for the general calculations. This game will be vastly different from Injustice, with almost every calculation  being done in one spot. This will be a completely massive scene, that will take a couple weeks to build (hopefully). This was the biggest design mistake we made with Injustice. Every location in that game does it's own calculations then sends it to others. This works great and is easy to put together at the start, but it becomes very convoluted at later stages of development. Every scene  is trying to throw dozens of variables to others, and it just gets very confusing to track. Our idea with this game is to create an internally simple design that can be added to if needed in the future. This design is centered around releasing content monthly (or potentially bi-weekly), where Injustice was designed around a singular release window.


This design keeps all the information neatly in one place (it will be a big place). So if you go into a building it will just call up what it needs and send any info back to the stack. The advantage is if you have five buildings or five hundred it doesn't really matter. With the way Injustice was designed every building added more complexity to calculations it was trying to do. Having every building housing unique calculations that affected other locations, keeping track of it in later builds became an incredible time sink, hence why we saw the build progress slow down once

game mechanics were in place.


We are aiming to have some basic classes present and intractable (to a degree) in this build. Buildings like the blacksmith, inn, shops, etc. will all function the same and have the same characters regardless of character choice. Your character just may have different dialogue, options, items, progressions or relationships with the characters. There will be unique scenes specific to classes and then just general ones. For example say the blacksmith girl everyone will see the same portrait but you just might have more options to building a relationship with her, this is the simple idea we are trying to achieve. Obviously the slaver will have very different progression too depending on his skill to pretty much capture characters and make them slaves.


We want to cram as much mechanics and background coding we can in this month, setting the base for a content fueled month in March.  With saying that we also will have to gauge where the build stands in a couple weeks and tailor our expectations and steer the build so that we can still implement some content in March, if we are falling short of our targets.  We were very happy with where we ended in January (having nearly all the stuff we wanted in).  Let's hope we can end February the same way.  Thank you all for your support.


-Sunsetriders7 and SmokeShank

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Comments

Tarakis

Thanks for the new update. Hope for the best with the programming :D CHEERS

Valicore

now is the stats of a character... will it be an experience to level up or will the stats grow from certain interactions?

gunsmokegames

You'll gain stats from actions and conversations mostly. There will be a stat page in the menu where you can check on them and other characters as well. I was going to have levels but it becomes a lot of complexity for no reason. your main stat will be used to calculate most things