Hey everyone.
I don't suppose an apology would really cut it.
But rest assured, I'm committed to seeing this thing made. One thing keeps burning me out though: writing the dialogue.
And that's where you come in.
How the conversation system works is, each character has a default ask response, a default tell response, etc.; these are what they say when the player asks or tells or gives them something that they don't have a hard coded response for. In addition, they have specific responses to specific keywords; asking the Captain about the Belisarius provokes a specific line of dialogue.
Complicating this is a binary helpful/unhelpful system, where a character's response can vary depending on their mood, and certain questions or stimuli can change them to helpful or unhelpful. There is also a method by which a person's response can be varied from game to game, further increasing the dynamic nature of Pressure.
What I need is anybody who has any talent with writing whatsoever to write some dialogue. It could be a line or two, it could be an entire character. I just need some help. Meanwhile, I'll finish writing in the ocean and the method by which the horrifiying creatures of the deep can break in.
Hopefully, together, we can make this game see the light of day.
Pressure Text Adventure
Don't know what Pressure is? Go here: http://i33.tinypic.com/34y9uoo.jpg (Sorry, but that's the only summary I can find).
Saturday, September 17, 2011
Monday, June 13, 2011
Vacation
Well, it is summer.
Next week I will be leaving on vacation, and will be gone for about a week or so. During this time there will be no updates. But! I will still be hard at work on the game, and will try to have a demo ready by the time I get back. There will certainly be another demo ready by July 10th.
Thanks for the support everybody, it really does mean a lot.
Next week I will be leaving on vacation, and will be gone for about a week or so. During this time there will be no updates. But! I will still be hard at work on the game, and will try to have a demo ready by the time I get back. There will certainly be another demo ready by July 10th.
Thanks for the support everybody, it really does mean a lot.
Tuesday, May 31, 2011
Class Announcements
Few new events, mostly focusing around class-specific goals:
-An injured NPC will make their way to the clinic. The doctor will be called there as well. While an NPC doctor is currently unable to heal, this will be added later.
-The diver is asked to fix the outer floodlights
-The engineer is asked to fix the air filtration system (already in the game)
-The captain is asked to tune the radio to a specific frequency to receive a message
-An injured NPC will make their way to the clinic. The doctor will be called there as well. While an NPC doctor is currently unable to heal, this will be added later.
-The diver is asked to fix the outer floodlights
-The engineer is asked to fix the air filtration system (already in the game)
-The captain is asked to tune the radio to a specific frequency to receive a message
Saturday, May 21, 2011
Combat Update
Few new changes:
-Removed the ability to "Concentrate" in combat. Concentration would increase chance to hit and damage, but would be lost if the character concentrating was hit. This slowed down combat however, and it didn't make sense for fish to be concentrating.
-Added Diving Suit. Wearing the Diving Suit will give the player an additional ten minutes of air, as well as a boost to defense. However, while in the Suit, the only weapon available to the player are its arms, which may be significantly worse than the player's other weapons. Items can still be interacted with as normal.
-Flooding system change. There was a workaround present that allowed a player to survive with no air indefinitely, by constantly moving between rooms. This has been removed.
-A few random announcements have been added.
-Removed the ability to "Concentrate" in combat. Concentration would increase chance to hit and damage, but would be lost if the character concentrating was hit. This slowed down combat however, and it didn't make sense for fish to be concentrating.
-Added Diving Suit. Wearing the Diving Suit will give the player an additional ten minutes of air, as well as a boost to defense. However, while in the Suit, the only weapon available to the player are its arms, which may be significantly worse than the player's other weapons. Items can still be interacted with as normal.
-Flooding system change. There was a workaround present that allowed a player to survive with no air indefinitely, by constantly moving between rooms. This has been removed.
-A few random announcements have been added.
Wednesday, May 11, 2011
P60 Special Update
So I assume you all remember the wonderful P60 error that was popping up every turn.
And then I fixed the code and everything appeared to be great, the error went away, we moved on.
Now the AI won't move. Turns out the code I messed with was sort of important in AI movement.
Whoops.
So, uh, one more goal before the next demo. Sorry about that.
And then I fixed the code and everything appeared to be great, the error went away, we moved on.
Now the AI won't move. Turns out the code I messed with was sort of important in AI movement.
Whoops.
So, uh, one more goal before the next demo. Sorry about that.
Wednesday, May 4, 2011
Roadmap to the Next Demo
Once these are completed, I'll release the next demo:
EDIT: Just put together the scene seen in the traditional Pressure picture. Hammerhead whale smashes through the window. If you're in the room? Dead. Also, the Kraken has eight tentacles, each with an independent action. You may need a team if you want to fight it.
- Map out ocean immediately surrounding Belisarius
- Diving Suit √
- Airlock
- New Disasters
- More visible
- Requests of assistance
- Larger Monsters
- Kraken √
- Hammerhead Whale √
EDIT: Just put together the scene seen in the traditional Pressure picture. Hammerhead whale smashes through the window. If you're in the room? Dead. Also, the Kraken has eight tentacles, each with an independent action. You may need a team if you want to fight it.
Monday, May 2, 2011
I'm A Jerk
I know.
Uh, so, Pressure! Wooo! Everyone loves it, right!
Right!
Honestly though I sort of slacked off there.
Sorry.
But I have two things to post.
First, the water system is refined. There is a universal rule in place for the spread of water throughout rooms. In addition, flooding will not pass through doorways; if a door is adjacent to a flooding room, it will lock. If you force it open, the other room will begin to flood.
In addition, there is the thing that prompted me to post right now.
This is probably the greatest feature of Pressure yet.
I figured, hey, what if there was something you were scared of? And to counteract that, what if there was something that was like a security blanket?
So now two random objects are selected at the beginning of the game. One will cause you to freak out, and the other will reassure you (Mechanically, it's a +1, -1 to your sanity, so it's not a huge impact).
However, these can be any two things in the game universe.
For example, I just ran a game where I was terrified of frozen fish, but as soon as I saw the Captain walk into the room, my troubles were over.
Um.
I will try to update more often than once every two months.
Uh, so, Pressure! Wooo! Everyone loves it, right!
Right!
Honestly though I sort of slacked off there.
Sorry.
But I have two things to post.
First, the water system is refined. There is a universal rule in place for the spread of water throughout rooms. In addition, flooding will not pass through doorways; if a door is adjacent to a flooding room, it will lock. If you force it open, the other room will begin to flood.
In addition, there is the thing that prompted me to post right now.
This is probably the greatest feature of Pressure yet.
I figured, hey, what if there was something you were scared of? And to counteract that, what if there was something that was like a security blanket?
So now two random objects are selected at the beginning of the game. One will cause you to freak out, and the other will reassure you (Mechanically, it's a +1, -1 to your sanity, so it's not a huge impact).
However, these can be any two things in the game universe.
For example, I just ran a game where I was terrified of frozen fish, but as soon as I saw the Captain walk into the room, my troubles were over.
Um.
I will try to update more often than once every two months.
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