Thursday, May 22, 2014

Fleshing out the town

Well, the pub is now in, so you can listen to rumors, get hammered, and perhaps stumble into an event:






...also added is the infirmary, where you can go check on defeated players you rescued with another player.  Additional steps for players to recover from there and appear as town NPCs are in, but I haven't tested them and they still need a bit of work.

That means we need a few NPC dialogues and an item shop implementation, and we're pretty much done with the town.  Unfortunately, Spring is more or less over, and I'm going to have a lot less time to working on the game.  Let's hope I can finally close out this ridiculous development cycle by the end of summer.

Friday, May 2, 2014

Always forgetting something

After loading all the graphics, I noted that I had a mysterious placeholder in the town graphics that I couldn't remember what it was for.  Eventually, while coding, I realized I never drew a graphic for the pub.  Well, I quickly drew and colored one, so it's in there now.





Additionally, I was coding some more of the town events, and there's now a suspicious merchant you an service for some cash on a occasional basis, if you've done the right prerequisite quest.  The first time I ran it, I forgot to turn on the dynamic coloring for the scene, so we got the "default gnome":


Fortunately, I'd set up the coloring table for most of these some time ago, so it wasn't a hard fix: