Delivery quests!

Published December 11, 2007
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Ever had one of those days where you have tons of progress, except not?

Novarunner

I implemented delivery quests, and they work pretty well (except it gives you delivery quests for the station you are currently in, resulting in instant success).

Right now there's only two star stations, so deliveries are kind of easy. I hope to start actually adding data soon.

In the meantime, enjoy the quest status screen with some actual data in it.
In the current implementation, all delivery items are 0 mass and worth $0, so I'm not terribly worried about players accidentally selling off their quest items (though it can happen, which is why we have that big ol' Abort button).

I wonder if playing videogames would restore my motivation; I haven't had my 360 connected to the net in several months, even though I have a few achievements to record.

Current line count (for those of you keeping track at home):
Game: 15,803
Game + heavily modified PI v0.9: 25,819

Afterglow

The Afterglow map format has textures now (and per-vertex texture transform matrices), and I'm considering ditching the ability to make rooms with floors at different heights (internally, "z-rooms"); this was mostly because I don't want to implement cut brushes and "intelligent" wall builders, but also because it will really screw up players to try and aim "up" in a top-down game. Ever played Machine Hunter?

Levels would still be polygonal (now with circular player collision as opposed to AABB), and all the existing gameplay would carry across, but I'd just be missing things like a jump button, holes in the ground and (possibly) elevators.

I also determined it's really hard to make one of my planned levels (Colombian jungle datastore theft) in the top-down "style," so I've been refactoring my "wants" document and trying not to break the "mythos" document. This is kind of hard, because that level in particular was going to be the showcase in my mind of how the game's shooting attributes go down (with another level in my thoughts as the showcase for the new strategic defensive capabilities, such as implants and talents). I'll probably end up replacing it with a similar "outdoor" level but it seems unlikely I'll be implementing a ton of leafy vegetation.

Questy Sightings

I posted about this on my front page this afternoon, but surprisingly Dr. Questy is in the new Tig Duels for Extraordinary Gentlemen title. They even rigged up a custom attribute for his monocle (as opposed to everyone else's artificial monocle). How awesome is that?
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Comments

hymerman
"I wonder if playing videogames would restore my motivation; I haven't had my 360 connected to the net in several months, even though I have a few achievements to record."

Do it. I got a 360 (had to buy it myself, stingy Microsoft...) and added you as a friend a while ago. I was beginning to think you just didn't care about me :(


p.s. Microsoft isn't really stingy, I'm sat in my £600 Aeron chair surrounded by 360 devkits, big monitors, Microsoft/Rare-branded parephenalia, wearing my $130 MGS-branded jacket, I'm having a free Christmas roast at 12, it'll be the Christmas party with free bar/buffet on the weekend... life is good :)

p.p.s. Oh yeah, well done on the progress and stuff. Hope you're keeping gamedev.org in check while I'm being lazy.
December 12, 2007 03:22 AM
De Cowboy
A little bit of ui nitpicking:
I'd add padding in your grid so the texts look less weird when they overflow the current line (maybe add '...', or make them scroll?)

It's also difficult to look over the player info, since the actual data isn't aligned; especially after a while, the labels are known to the player, but a quick glance is more difficult when the data is irregularly placed.

And finally, player and quest info should be more contained, a small line in between them would work, but maybe just a little open space would be enough.


Really nice progress, I wish I would be able to make it that far.. :)
December 12, 2007 06:51 AM
Ravuya
Yeah, the data grid control is really questionable at this point. I don't know if I really want to implement resizable columns (though it would be simple). I might also implement tooltips, but that would also be questionable considering my lazy rendering method.

Padding, of course, seems essential -- I left most of it reasonably compartmentalized so I shouldn't have too big of a time changing the padding.

Hymie, I'll connect my 360 to the INTARWEBNET either tonight or on the weekend sometime. I really should buy a Gold account, too, so I can INTARWEBNET your INTARWEBNETS at Halo 3.
December 12, 2007 09:13 AM
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