- Jun 21, 2022
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We got atmosphere, yo!
Last dev talk I mentioned a coding problem related to random events. Rather than the random events firing purely at random, I wanted to implement some sort of natural progression. We are infiltrating and corrupting the gym after all, so it would be nice to be able to visualize this progress. I'm happy to say that this was successfully coded and implemented.
There are two lists of random events for each location, one that's completely normal and one that's suitable for a degenerate. As the player progresses with any of the main girls, the probability of a degenerate event being picked increases.
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The strength of this system is that it's very easy to add random events without dealing with too much coding backend. Additionally, the calculations take into account interactions with all of the main girls, so the player experiences the system regardless of who he chooses to pursue first.
The weakness is that the system is very broad and has an awkward "midpoint". It's possible for consistency issues with how the events fire. For example, a random interaction might have a character upset at you for spying on her and in the next time slot the very same character could be begging for you to lay fresh pipes in her sink. I could address this by adding additional complexity and tracking to the system, but don't think it's worth the additional two weeks of development.
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Overall, these atmospheric changes feel great and breath new life into the game. In combination with the 24 hour clock shrunk into 8 time slots, the game should no longer feel like a typical empty sandbox.
I've also introduced some more UI changes like changing the interaction icon (!) and fixing it to a stationary part of the UI.
I should have the rest of the random interactions and general atmospheric implementations done by the next dev talk.
Cheers,
Dom