New update.
So March is over, and with are any hopes of any Q1 2024 release of v0.1.0. That’s unfortunate, but not entirely unexpected. This project started mid September 2023, and from there, it’s been a wild ride and the TODO list hasn’t stop growing. I wouldn’t call it scope creep though, it is more like a scope’s enlightenment as the features I’m envisioning take form one way or another. That said, I still don’t dare to predict any release dates soon, because I’m going to be
really busy with another IRL project from late April to late July/early August, which will severely limit my ability to work on this. Knowing myself, I’ll sneak in sometime even if cost me sleep, so the most probable thing is these dev updates will slow down further because they also take some time to prepare.
In any case, let’s go through the summary of the developments for this iteration. As always, please feel free to leave opinions, suggestions, and/or critics. I appreciated it.
Updates:
- Pause work on the Character Creator, and Intro Scene. As for the Intro Scene, honestly, I just didn’t feel like it. For the CC, the ‘backend’ has been mostly set up, now is matter of preparing the UI and adding content to it. For now, it’s limited to a Male player character, but with an asterisks that I may come back and expand this option later on. There are 3 Gender Classes in the codebase, Male, Female, and Futa, but for now the Player creation process only uses Male.
- Updated the top hud and remove Food and Medicines from the list of resources. Food and Medicines are now considered as Upkeeps. Instead of maintaining a Food or Medicine inventory, the Upkeep gets converted to a money/gold/Eros cost at the end of the day. Additionally, joining the list of Upkeeps are Luxury and Drugs. More on them on a Future Post.
- Reworked the Effects System, from the ground up including structure, data, and initialization. There are still some rough edges to smooth, this will make more sense once I start writing about modding again on a a Future Post. I decided to not make mod support part of the v0.1.0 release. v0.1.0 will be strictly for the main game loop and base simulation mechanics.
- Speaking of Effects, and adding to it the Stats and Attributes, the entire game data configuration files have been switched to use TOML format instead of JSON. Internally nothing changes for the application as it still uses the data parsed as a
dict
, but going forward all config files that are planned to be end-user-editable will use TOML format because of comment support among other things.
- For Stats and Attributes, expanded and added some of their effects within the game. As well as updated their respective Tooltips.
- For Skills, added another sub-Stat per Skill, that will be referred as Learning. I’ve been going over and over through my Game Design Document thinking on ways to implement training in a way that is not too grindy, but also more or less realistic, and for a while I felt I was going around in circles. The problem is that when it comes to training / learning stuff, ‘not too grindy’ and ‘realistic’, sometimes feels contradictory. In practice, getting better at a Skill requires repetition of some degree unless you’re a savant. But that gave me an idea, that’s were Learning comes into focus, adding it to the Skills/Training system. For now Skills can only gain experience and level up from doing the thing. Training a Skill will not increase its XP right away, but increase its Learning Stat instead so that the next time XP on that Stat is earned, some Learning is consumed and the overall XP earned is increased. In the future, I want to add some extra behaviors to Learning, for example that as long as it’s value is not 0, even failed rolls can give XP.
- Speaking of Rolls, I invested way too much time down the rabbit hole that is probabilistic analysis of dice rolls systems. Definitely putting a pin on that to come back it later on, but for now, I’m going to dumb it down to a simple roll with modifiers and difficulty threshold, basically means I’ll just be vibing it, which means v0.1.0 may be a unbalanced mess, but that’s okay for now.
That’s all for now.
Edit:
Managed to squeeze one more change before locking in for the week.
- Added first implementation of Rolls and Checks in the UI.