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notes.txt
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76 lines (56 loc) · 2.78 KB
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Bugs:
- math.randomseed() called in crew.lua for now. Move it into bootstrapper when that's a thing that exists.
- pathfinding for crew is a mess. It works, but oh god so ugly. I should go back to that at some point.
Version 0.4:
- Added a CREW dialog. Wages can be set, negotiated and crewmembers dismissed.
- Reworked the whole GUI. Now it's all GO's with collision objects.
- Conversation system in place. Very similar to the one used for events.
- A new "brain.lua" module takes care of decisions, counterpart of "dice.lua" for events
- Crewmembers have a table that stores whatver issues they have, such as not being paid.
- Depending on various factory they may bring these issues up when talked to, refuse to work unless satisfied or threaten to leave.
Z levels:
-1....0: ship and space
0.001: cargo
0.1...0.5: crew (if max_crew ever becomes higher than 9, this may need to be changed)
0.8...1: dialogs
Issue urgency levels (checked in the local crew.lua function "add_issue()":
0 - 1: no action
1 - 2: will bring it up in conversation
2 - 3: will demand you talk to them about it
4 + : will give ultimatum (quit, stop working etc)
Characters traits currently in use:
confidence - affects skill self-assessment
skillfulness - how confident they think they can get a job if they try
dishonesty - how likely they are to lie
greed - how big of a share they want
boldness - affect issue urgency levels
responsibility - how likely they complain they have no work
EVENT JSON formatting:
Room name is displayed at the top
Text in the body (minus links) is in the body, duh.
Each "room" has one of three tags:
end
Automatically offers a single choice (OK) and ends the event
choice
Provide multiple choices, event continues according to player choice
dice
Doesn't display to the player but makes a check and proceeds accordingly.
difficulty:### sets the number to beat
test:XXX sets what is being rolled (luck, flee, detect etc. - needs to be set up in dice.lua)
Success goes to the first branch, failure to the second one. To get more branches, make more consecutive dice rooms.
tag effect:XXX (recruit_random for example) has an in game effect.
DIALOGUE JSON formatting:
Room name is ignored (instead there's "XXX says" and a face icon)
Text in the body consists of snips aimed at conversation.lua
New tag:
brain
Similar to dice, but points to brain.lua. Used for decisions and circumstances concerning the speaker.
Doesn't use the difficulty tag, so there's only brain:XXX.
Returns integer pointing to the chosen link. Defaults to 1: yes / 2: no.
Credits:
https://www.dafont.com/the-wastes-of-space.font
https://www.dafont.com/time-and-space.font
https://www.dafont.com/digital-7.font
https://www.dafont.com/fipps.font
https://www.dafont.com/minecraftia.font
https://freesound.org/people/unfa/sounds/244266/