Daily Update 2016.01.19

Changes & Updates:

  • Added get/set methods for entities to make it easier to check for values without being sure the key exists on the object.
  • Made the bird sad if it can’t get at the bird feeder.
  • Bird is happy if the player helps with the bird feeder problem.

Aggregation #24

Renaming ‘weekly update’ to ‘aggregation’, since there are times I’d rather do a regular update than a weekly wrapup. So I’ll periodically do an aggregation that includes everything since the last one. Same idea, variable time period.

Changes & Updates:

  • Added canyon center, canyon east, and canyon west locations with basic descriptions.
  • Added waterfall base location.
  • Added waterfall and gold coin items/scenery.
  • Removed canyon east. Canyon center now connects directly to waterfall base.
  • Added description for canyon west.
  • Descriptions terse. Need more word.
  • Gave the troglodyte a locket.
  • Updated cave description.
  • Added a big tree.
  • Started writing more transcripts. I find them a much easier way to get my ideas down, since I don’t have to break my thoughts up into bits of code as I go.
  • Fleshed out story outline for Act II, Act III and Act IV (the latter two were previously blank). I now have a rough concept for the end of the game and beyond.
  • Worked on the Riddle of the Twins and Lunar Wastes puzzles.
  • Put together an artwork guide (foreground, background, and dynamic components) for: Forest, Cave, Air, Tunnel, Observation, Space, Base, Lunar Surface, and Pod. That covers the prologue and Act I.
  • Rethinking some of the class options and their actual impact on mechanics. I think the race options and about half the classes are fine.
  • Inclined to go with a skill tree mechanic for leveling, but I’m still considering a more numeric increment system based on levels (+HP, etc). It’s not intended as a combat-heavy game, so I don’t know if it makes sense to focus on stat boosts. In general I’m working on where some of the traditional mechanical RPG elements come into play. I’ve got the story/decision parts handled.

House Hunting

Drove back to Washington. The house hunting continues. So far the list of things to watch out for is about 300 items and only seems to be growing with each person we talk to about home buying.

So long as the foundation, roof, drainage, windows, doors, bedrooms, closets, kitchen, bathrooms, fences, driveway, soil stability, compass direction, local traffic, trees, neighborhood, neighbors, local dogs, laundry room, garage, sightlines, hallways, ISP, and loan conditions are right, we can buy a house.

Weekend

Drove down to Oregon. Tried a burger with ghost pepper sauce. Pretty sure they put a milligram of ghost pepper in a gallon of sauce, because it was a nice flavorful heat rather than a crying-to-death heat.

Daily Update 2016.01.14

Changes & Updates:

  • Rethinking some of the class options and their actual impact on mechanics. I think the race options and about half the classes are fine.
  • Inclined to go with a skill tree mechanic for leveling, but I’m still considering a more numeric increment system based on levels (+HP, etc). It’s not intended as a combat-heavy game, so I don’t know if it makes sense to focus on stat boosts. In general I’m working on where some of the traditional mechanical RPG elements come into play. I’ve got the story/decision parts handled.
  • Max Level: 10. Typical player will be at least level 8 before facing the Baron.
  • Leveling should give the player new capabilities or tools.

/rambling

Daily Update 2016.01.13

Changes & Updates:

  • Put together an artwork guide (foreground, background, and dynamic components) for: Forest, Cave, Air, Tunnel, Observation, Space, Base, Lunar Surface, and Pod. That covers the prologue and Act I.

Daily Update 2016.01.12

Changes & Updates:

  • Fleshed out story outline for Act II, Act III and Act IV (the latter two were previously blank). I now have a rough concept for the end of the game and beyond.
  • Worked on the Riddle of the Twins and Lunar Wastes puzzles.