Tools Change & Dialogue Skipping (progress report)
Added 2018-02-27 10:46:30 +0000 UTCFinally got around to this one. As of the next update you will no longer use keys Q through P to change equipped tools. You'll only use the E and R keys and cycle through them that way. This should work better for players who want to remap a controller's buttons. Not to mention the Q and W keys just did not work well with the script. It's also much faster now.
The dialogue is instant - I had made a mistake with the \> dialogue function previously (I placed it after the dialogue), which is now in the correct location (before it).
I'm also going through the dialogue and putting the new portraits to it, for the introduction chapter. I'm also implementing a "continue or skip" option to all dialogue and events, and it seems to be working pretty well so far.
It might be more tricky with the doctor's scenes in The Tower, as I implemented a rather lengthy and complicated event for all of his dialogue (he's repetitious, so I used the same dialogue for multiple occasion). Hopefully I can simply associate the dialogue skipping with the day # and handle it that way. :)
I should also confess that I haven't been getting much done lately as I've been feeling quite depressed and didn't really want to do anything besides play Dead Cells. I'm hopeful that I'm finally past that.
It's so easy to sit down with full intent to work on FSA, only to rapidly feel overwhelmed with not knowing where to start. So I've resorted to starting from the beginning and I will try my best to perfect and fine tune the game from that point on.
One of my biggest stumbling blocks has been brainstorming how to overhaul the clothing system, which led to me considering overhauling all the items (No!). I have decided NOT to overhaul all the items ( way too much work involved there), but I still need to give the outfits a lot of thought, especially with respect to how many outfits will be needed and what they will do for Sienna.
I've been feeling like stat bonuses on equipment are somewhat redundant (considering that the characters' skill trees are there for that), so I feel like equipment should do something remarkably different for each slot, as well as be upgrade-able. I dunno. It's a lot to think about. Like say there's one equipment that can do 4 things. So you make 4 different equipment pieces. Now each one can combine with each of the other 3. That's 4 + 6 equipment types. Now If they can combine again it's probably another 8 versions and finally the last one having all types could be just 1. That's a total of 19 equipment pieces, which seems rather clunky. I'm thinking it would be easier to just have a progressive system where each option is added with each upgrade, making the total only 4 different versions of that equipment piece. That's probably all TMI, but it's just an example of what I've been rolling around in my brain when thinking about equipment balance and such. xP
Thanks again everyone for your continued support. All the beautiful sprite work and character art I've been commissioning and using to improve the game wouldn't have been possible without your help. Your support also helps motivate and push me forward when I'm at my worst. Hopefully I can update you again soon with more progress. :)