I'm reorganizing events while adding gameplay, as I said many times ago.
Compared to some events, the gameplay is not done entirely, or they are outdated.
> I ported Shino level 12.
> Before porting Shino level 13, I decided to rework the animations. So, I did a new batch of animations. You can see one of them in one of my recent Twitter posts.
View attachment 3456439
> Once I finished it, I started porting Shino level 13. It's an event where you must go to Shino's room at midnight. She asked you to do so.
> I realized that now would be an excellent early moment to introduce you to one of the features of lockpicking: entering some rooms at midnight.
> When you click something that can be lockpicked, a radial wheel opens. Leave, use a physical lockpick, or use your lockpicking powers. (That you already unlocked by that)
> Before doing the wheel, I must code the lockpicking item and power it properly.
> Powers can wait; it's just a screen with properties being upgraded by external sources; there is no need to put it in the game now.
View attachment 3456465
> The lockpick is the FIRST "Tinkering" item. HHG has tools. So there's a new Tinkering system that lets you discover and upgrade blueprints, as well as craft and repair gear. (Instead of tools being sold in the typical shops)
View attachment 3456482
> Before the lockpick, I must adequately port the Tinkering system.
> Before porting the Tinkering system, I must make Lucy reach his new Tinkering phase. (Level 15)
> I decided that putting the Tinkering system inside Lucy's workshop would be a mess (Like where it was all these years); it's a place nobody accesses. So, I decided to make the Tinkering system anywhere Lucy is.
> I started reworking Lucy's "Tinkering" phase positions. (Where she appears on the map)
> After several tries and tests, I was able to create a menu in which it seemed that once you clicked the "Tinkering" icon whenever Lucy was, her "3D model" would stay in front of the background.
View attachment 3456484
> Now, I have to properly do and test the Tinkering system; So, I created some undiscovered blueprints icons for items, for that, I had to rework the way items appears in inventory slots, so I was able to create multi-layered icons.
View attachment 3456488
(Just a placeholder)
> These new icons and items are created automatically based on a Blueprint object. It's not an image, it's a blueprint image, with then the darkened image of the item this blueprint creates and then a ? in renpy's txt. (Until now, all other items were just a single image)
> I realized that the "Item Details" of every item were not suitable for this tinkering system. Some items are leveled up in this tinkering system and gain new properties. In my actual inventory details screen, the one you see below, the "stats" of the item appears based on what kind of item there is that you're hovering.
View attachment 3456511
> This kind of """"stats""""" system is really old. For example, an item like this one ´wooden_fishing_rod1´ is an obj that has properties like ´wooden_fishing_rod1.reelingStrength´, ´wooden_fishing_rod1.reelingSpeed´, etc. Then, the screen would CHECK if the ´wooden_fishing_rod1.toolType´ is "Rod", and then check the ´reelingStrength´, ´reelingSpeed´ and etc.
This was not good because if I were to make an item, like, for example, the lockpick, which after X level opens the doors automatically, I would have to go to the screen and create a new "if" for every new stat or anything I would like to add. In short, a shitty thing.
> So, I decided to rework it, and instead of adding attributes to the ´wooden_fishing_rod1´ directly, I would create a DICT with "stats" inside, ´wooden_fishing_rod1.stats´. Those stats will show how they must be shown in the "Item Details" screen, detailed INSIDE the item, and not outside. This way I could create any stat I want without having to add or remove any if from all the inventory screens that I have on the game.
> So, I decided to, instead of being a screen, make it a CDD, a displayable that would take parameters and work and show based on what I give it for default, and show their stats BASED on the stats they have on ´wooden_fishing_rod1.stats´. <------------ I'M HERE
--------
> After that, I have to put it inside the tinkering screen, the inventory screen, and the shops properly.
> Create the rest: The discover screen (You have to put an undiscovered blueprint, then put the item it requires you to put, in the case above, is 1 Red Carol), the upgrade screen (To upgrade blueprints), then the crafting screen, the repairing screen and that's it. (These is relatively fast)
> After that, add the powers screen (It's already done in Photoshop, so that it would take me a couple of hours)
> Code and make the "Wheel" screen for lockpicking. (Easy, a screen with three buttons)
> Make it work on Shino's door once it's midnight, and she's about to reach level 13.
> Properly test that it works.
> Keep porting Shino level 13
People see small 20%, 10%, and lower percentages on the Trello page; the thing is, once all these initial systems are done, I will start porting events like a beast. And everything will go from 20% to 90% in one day. XD
But yeah, things have to be done first. I hope that explanation was okay to you. I could have missed something or forgotten something. I remember doing other stuff, but yeah, that's it.
Sorry for the grammar; I just wrote it quickly.
Sometimes I think... I would have loved to keep making events and animations of the same poor quality as 2020 and repeating the same routine with casual, nonsensical sexual scenes and a simple gameplay that becomes repetitive after a while.