26 May, 2015

[WE-ARE-SPEED!] - Weekly Update #22

Back into the fold for the normal, everyday week! Lot's was done, but it can be summarized in a very simple sentence:

We're almost done with character creation after a total of 9 hours of work.

You heard it! Everything I've been struggling to do, been wanting to do, and ideally wanted done has been accomplished, or we have it in our sights (Tin Foil MklV is a beast at coding! Teaching me how to code better while we do it as well.) is finished or so close to being finished for Character Creation that it's made a complete fool of my previous work which we can all forget (hopefully).

How well are we working together? How the hell are we doing it so quickly? How much longer till a release? What all is/isn't done? Updates about things and mechanics in general?

Well, you'll have to click below to find out!




So, we decided that when we first wanted to do this joint-venture, we would do the OPPOSITE of what most 'groups' do: work together! And by that, we are both in a live conversation while we work (via Skype) for a pre-designated amount of time to ensure that we work that long together before calling it for the day.

Initially, we started with a 1 hour goal per day, Mon-Fri.... we've advanced far past this already.

Friday the 22nd of May, our first session, we worked and planned and exchanged ideas for over 3 HOURS! In that time, we managed to catch up to everything I've done and began to lay the foundations for Combat and Transformation mechanics (concept and 'talking mechanics' wise). Was a good day.

Saturday, we sat down for around an hour and a half and continued to talk about how we want to approach Character Creation and Transformation, as well as placing the majority of things that happen into the Player's hands (using your imagination!).

Monday we had a short hour and a half talk about how to finish up Character Creation, and cut early (I was sick since Saturday and cut myself with a knife pretty badly- I'm still heavily med-ed right now).

And Today... oooh, today we got some juicy new features (clicking on things in the Character Creation gives you info without changing the screen, not to mention a HUGE clean-up/organizational feature on our end to make coding and modifying values even more of a breeze in the future) and implemented Talents in 2 hours and 30 minutes: the only things left to do are Perks, Backgrounds, and Description.

Long Story Short, we did half of Character Creation in a total of 8 hours and 30 minutes of talking, 4 of which was actually coding.

We both made it a Goal to have Character Creation done and finished to be in your guys' hands by Friday, 5th of June, but we are confident we'll have it finished before then.

Oh, and if it wasn't obvious, we work pretty good together :P


Wednesday the 27th of May, we're planning on tackling the finish of the revamp of the coding system, talents, aspects, and classes. If we're lucky and complete that relatively fast, then we can put in the frameworks for Backgrounds and Perks.



So, just to throw up a few topics that we're discussing while we have had our breaks:

  • Creature Movement/AI
  • Offensive & Defensive Combat Capabilities
  • How to approach transformation progression and transformation inertia
  • How to change Combat into something imagined by the Player
  • Talents & Synergy between them and Aspects


If you had and ideas or comments pertaining to these, please read the last line of this post :)



Main Changes from current build:

Aspects - they are 6 of them now! I did use input we received and tweaked it to make it more simple as well as only give you 20 points to work with (sounds normal so far, right?). Well, all 6 stats are stats that are either very rarely used or have not been used at all before (Rugged is a stat for example!)   You also use a [+] / [-] button to modify the points you're using! Reset button still exists, but we don't think it will see much use.

Class - We're still talking about how we want to do it, but the last thing we discussed was that clicking on the name of the class would show a description of it at the bottom of the screen and a secondary 'confirmation' button would show up somewhere to ensure that is the class you wanted (or just ignore the button and continue clicking away at other classes).

Typing - it's fully supported now! Huzzah!

More info - After choosing an option (or if you want a quick/easy way to read things) or just began character creation, the Main Menu will display all of your current modifications and progress on your character so far! (Ex. 20 Aspect Points remaining, Class - Please Select, Race - Dwarf, etc.)



I think that's all for now! Just one last thing:


You have around 3/4 days before it's implemented, but if you have any ideas for Perks, post them up either here or in the submission section!

Perks are nifty minor 'abilities' that your character has acquired through their life, was born with, or just spontaneously received. These can be positive OR negative, and some examples are listed below:

          Positive        /      Negative

  • Far-Sighted / Near-Sighted
  • Sprinter  /  Slow-Poke
  • Retrace / Short-Term Memory
  • Nibbler / Starving

You don't necessarily have to come up with abilities, names are just as useful as you can see above!



Questions, Comments, or Concerns? Post below or in Questions/Comments or Suggestions!

6 comments:

  1. As someone with 6 dioptre hyperopia, i wouldn't say being farsighted is a good trait :P

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    Replies
    1. How about Eagle Eyed / Blind as a bat?

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    2. Those were just examples - I totally agree though! Far/Near sight are not positive/opposite perks, both are actually negative perks that can disbenefit you (and aid you in a weird way).

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    3. I actually think you could have two negative traits for each positive, one of them being the excess and the other the absence of that trait. Such as:
      Coward / Brave / Reckless
      Merciful / Just / Merciless
      Shy / Good Speaker / Oversharing

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  2. Scary-lookin' brute / soft-looking geek
    Cat feet / two left feet
    Hardly needs to sleep / needs a lot of sleep
    Will be fine by morning / still has scars from scratching an itch too hard twenty years ago
    *Boing!* / "I don't do jumping."
    Could get away with goosing the Witch / even rabbits attack me on sight.
    Can sneak up on cats / can't sneak up on a tree
    "*sniff*sniff* Field Ursuin pissed on that tree, four days ago. Been eating a lot of fish. Must have come up from the ponds." / "WHAT smell?"

    ReplyDelete
    Replies
    1. Thanks for the ideas! I don't know how many will make it, but I can at least use some of these ideas - I died laughing reading a lot of these, but sadly I want it to be a bit more 'down to earth' when I write them myself :P

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