Progress Report: Winding Wood Room Finished, Night Time Travel In Progress, New Quest + Quest Rework
Added 2017-04-06 21:18:23 +0000 UTC Hey everyone!
I apologize for the late progress report again. Ugh! It's hard to keep track of days, these days! xD One minute I'm working on the game and the next a whole week has passed! Wow!! Seriously though, time flies. Luckily, I'm rolling around to my last month of classes this semester and to be honest, it's brutal. I have my Teaching Praxis Exam coming up on the 20th, I have a lesson to teach at a high-school (my first one) so I've been getting ready for that, I've been trying to keep up with all of my classes and their demands, which are a million papers galore, I have to finish up my 20 page senior seminar project and verbally deliver it to a auditorium full of staff and faculty at the beginning of next month, I have three final projects to finish up this month----It's a complete mess. This is definitely the toughest semester I've ever had. Luckily, it's basically my last one. I have two summer classes but that will be easy compared to this...and then next semester is my final semester with student teaching! My son also recently celebrated his 2nd birthday on the 1st! Hurrah! It went well enough but the little guy is sick again!
Anyway! Enough about me. I'm sure you guys are anxious to hear what's new! Well, I'm very excited to tell you!
Winding Wood Room Finished:
If you couldn't guess from the subtitle, the Winding Wood room is completed, although I haven't tested anything in it yet. I have to say too, there is A LOT going on in it. I think the entire thing turned out to be about 35-50k words. The zombies alone were about 20k. Let me show you everything there is though! There are up to 11 zombies waiting for you when you wake up. Each of them have a 50% chance to appear. But don't despair! These zombies cannot attack you. Some of them are already dead and are ready for looting and others are struggling on the brink of death, upon which your character has the option of delivering the coup de grâce. After which, you can loot them. I'll explain. These living zombies will give you a choice about whether or not you want to kill them or leave them alive to suffer until their inevitable death; these are labeled No Mercy (leaving them alive) and Mercy Kill (putting them out of their misery). If you decide on a Mercy Kill --- you get a chance to loot the corpse and find any items that you would normally find if you had actually killed and defeated the monster in combat. If you decide on No Mercy you will have a 50% chance to gain +3 Corruption and a 50% chance to gain +1 Resist. All of these interactions have completely unique descriptions as well that will tell a story of what happened to the zombie (there are even weather variables).
When you Pillage/Search the area, you have a 25% chance to anything from the pool of existing items x2, another 25% chance to find anything from the pool of existing items x2, a 25% chance to find 3 small sticks and 3 pieces of torn cloth” (to help stock up on supplies) and a chance to find something from the pool of existing items, and then finally, you have a 25% chance to find a beating stick weapon (which I added just in case the player didn't have a weapon). I have also added a reminder to the player about the new Rest Command and some of its basic functions. The room has some ambient descriptions which will greatly depend on weather and time of day too. There’s also another ambient effect that activates 35% of the time, which is the Player accidentally scaring off various animals upon waking. On top of all that you also have a 25% chance to regain +15 health upon waking, a 25% chance to regain +10 health, a 25% chance to regain +5 health or a 25% chance to regain +3 health --- but rest assured you will always gain some kind of health upon waking.
A lot of stuff, huh!?
Night Time Travel In Progress:
Oh! Oh! I'm very excited to share this one. Originally, I didn't plan on allowing the player to travel at night---but after discussing it with a few patrons on Skype about a sudden idea I had about it. They agreed that what I wanted to do was awesome and would add depth to your decisions in game. Here was my idea. I created a Night Travel Function, which will activate if the player tries to leave their current room at night. Essentially, it gives the player a choice to stay or go. Staying will allow you to rest and recover health and sometimes even resist. If the player decides to go a number of different things can happen. 1. 25% chance that you can lose health, more health if it's raining and even more health if it's storming; there are four possibilities of health loss each has a 25% chance if this particular category procs. R = Rain, S = Storm, N = Night. The number next to the letter is the health you could potentially lose; R 4, S 6, N 2-R 5, S 7, N 3-R 6, S 8, N 4-R 7, S 9, N 5....(if you have a Defense of 5 or greater however, you will gain back +1 health from all scenarios) 2. 25% chance you can get lost and wind up at a random place on the current map (Whispering Thicket). 3. 25% chance you can get lost AND lose health with all the variables mentioned above. 4. 25% chance that you travel in a big circle and wind up at the place you began (possibly losing health along the way---same variables as above). 25% chance to get damage to clothing/items. 6. 25% chance to run into various traps or pitfalls, 7. 25% chance to run into something useful, and finally you successfully travel to the next spot without anything happening at all. On the other hand, if you have a light switched on, like the Old Lantern or Aaleahya, for example, you will reach your destination with no damage, even during the rain and storms. Note: But it's important to know that you will ALWAYS lose some small amount of health when traveling at night because your character is foregoing sleep.
I think, and everyone on Skype agreed, that all of this adds weight to your decisions to travel at night or to rest instead, which can affect time sensitive quests and so on. Hope you guys are excited for this!
Once I finish more on the Night Travel it will be added to all current room exits for everyone to enjoy! I doubt I will be able to completely finish it though before the next update!
New Quest + Quest v1.5 Rework:
So as I mentioned, I was looking for a better way to present quests, but quite frankly I couldn't come up with anything better than the current system! How frustrating e____e BUT I did improve the current system a little. All quests have been renamed and now a little blurb below each one will tell you about them (at least until you complete or fail the quest). I've also added a new category "Ongoing". Here are all the current quests.
Quest 1: Withered Residents.
Quest 2: Waterworks.
Quest 3: Silent Light.
Quest 4: Smoke Signals.
Quest 4: "Smoke Signals” has been added to the Winding Wood room as well. You will automatically accept it, although you have no obligation to complete it. The quest is about following the smoke in the far, far distance.
The Quest Rewards have been modified to reflect the new rewards that were changed a while back as well (like with resist, for example). And as a reminder, you cannot Level Up Skills as a Quest Reward unless a specific quest has tested that particular skill.
That's what I've been working on for the past few days or so.
COMING UP:
More Cow-Taur, More Night Travel, More Rest Command Work.
I've also decided that next update is going to be about progression, and sex-related things; pregnancy, entice and new rooms since it's been getting put off to the side for far too long now.
Anonynn.