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

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.

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.

Wednesday, May 4, 2011

Roadmap to the Next Demo

Once these are completed, I'll release the next demo:
  • Map out ocean immediately surrounding Belisarius
    • Diving Suit √
    • Airlock
  • New Disasters
    • More visible
    • Requests of assistance
    • Larger Monsters
      • Kraken √
      • Hammerhead Whale √
Will update this when objectives are complete or if there are more sub-objectives I've forgotten.
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.

Thursday, February 17, 2011

P60 Error Update

So, as promised, I hunted down the line of code that was causing the P60 error. After I found it, acting on my immense coding experience and technological wizardry, I deleted it. What could go wrong?
Well, the AI pathfinding could break. That could go wrong.
So, I've been spending most of my time tweaking code and rewriting stuff. Not a lot of overt progress on the game, but I think maybe that there won't be annoying errors in the next iteration.

Monday, February 7, 2011

I Done Goofed

First: THE DEMO IN THE PREVIOUS POST HAS A FEW BUGS, MOST NOTABLY THE P60 ERROR. WHILE STILL TECHNICALLY PLAYABLE IT IS SORT OF UNPLEASANT. SORRY ABOUT THAT.

 Okay. So. It is apparent that there are a few problems with the previous demo.
Well, probably more than a few.
But, that's (sort of) why we have tests-so this shit doesn't happen on release.
So, my main priority right now is figuring out what the fuck is going on with that error. I know it has something to do with the pathfinding code, so I don't have to go digging around all 13,316 words.
Oh, did I mention there are 13,316 words? There are, which means I have had to move up to the .gblorb file format, meaning that you'll need a new interpreter. I linked to an appropriate one in the previous post, so go ahead and click on that.
Anyways, gotta fix the P60 bug, as well as a few grammar rules. After those horrendous mishaps are taken care of, I'll add some more game-breaking stuff, like the ocean, and escape pods. I'll also try to flesh out the pathfinding routines.


Sorry about the bug, and I hope you enjoy what's coming up.