Pink Petal Games

Game Editing And Additions => User Mods => Topic started by: DocClox on November 08, 2009, 06:18:02 AM

Title: New City: Abby's Prospect (Speculative)
Post by: DocClox on November 08, 2009, 06:18:02 AM
I'm opening this thread at the request of exodia91 following on from a discussion in New Features.

The plan is to some features to the game to enable modders to write new screens, and ultimately new cities for the PC to dominate.  To this end I want to add XML interface files; the ability to add user defined graphics, buttons and screens; and Lua scripting so you can attach scripts to buttons.

For a proof of concept, I plan to do a city mod called Abby's Prospect using my steampunk interface mod as a starting point.

Abby's Prospect is a trading city which has come to attract some of the more scientific elements among the refugees that wind up stranded in Mundiga. Like Crossgate, the city has a strong criminal element, although the gangs don't rule to quite the same extent.  There are civil authorities to consider, as well as the remnants of the demon worship cult that once ran the city, back in the days when it used to trade directly with Hell.

The city's scientists and inventors were first encouraged to settle here in the hopes that the well known antagonism between science and magic might help keep the cult from re-establishing itself. It's a strategy that's been successful. Up to now, that is. If the player wants to control the city, he's going to need to involve himself in a struggle between magic and science, and Heaven and Hell.

I want to stress that, at this time, this is speculative. I need to code up some new features for the game to enable all this, and until I get that done, nothing is going to happen as regards the mod itself.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: Savagefrog on November 08, 2009, 06:47:43 AM
Sounds very interesting.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: Fstop on November 08, 2009, 07:19:32 AM
What exactly are you trying to do with this just expand the current map with another location (with like a button to travel there)
or are you trying to make a completely new story separated from the first one
or are you just trying to see what limit you can push this program  to (mechanic wise)
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on November 08, 2009, 09:28:22 AM
What exactly are you trying to do with this just expand the current map with another location (with like a button to travel there)
or are you trying to make a completely new story separated from the first one
or are you just trying to see what limit you can push this program  to (mechanic wise)

B and C, I think. I want to expand the moddability of the game almost to the point where it's possible to make total conversion mods. And then to show it works, I want to tell another story - sort of "OK, you won in Crossgate, have a go with another city where the rules are a little different."

It all basically grew out of playing with the UI mod and thinking "it would be cool if we could do such and such...". I wanted to be able to add images; I wanted to be able to add my own buttons; and I wanted to be able to write scripts and attach them to buttons.

And if we can do all that, it's a small step to writing whole new screens and potentially making a Counterstrike to WM's Half-Life. Or a whole lot of them, even, since I doubt I'll be the only one making mods.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: EternalEquinox on November 08, 2009, 01:52:19 PM
I was reading the conversation between you and exodia and i think this will be rather interesting to see what you come up with. The idea of going to other towns allows room to grow. Now it might seem a bit cumbersome, but in the future it will be welcomed. With necro make all those new jobs. You could potentially set up some sort of trade feature, or only certain girls or items appear in certain towns. the possibilities at that point become vast
Title: Re: New City: Abby's Prospect (Speculative)
Post by: letmein on November 08, 2009, 10:10:00 PM
So long as this doesn't creep into the original game, I like it.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: exodia91 on November 08, 2009, 10:19:43 PM
if this creeped into the original game, it would never be finished
Title: Re: New City: Abby's Prospect (Speculative)
Post by: letmein on November 08, 2009, 10:26:56 PM
Exactly.  And I'm always steadfast against more complications...  and this would be an (in my view) unnecessary complication added.  That's fine for a mod - it's basically what most mods are about, really - but for the base game, no.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on November 09, 2009, 03:40:33 AM
Don't worry: It's a mod :)
Title: Re: New City: Abby's Prospect (Speculative)
Post by: letmein on November 11, 2009, 01:56:49 AM
Good...   ;)

That being established, what exactly is your goal here?  Is this basically just WM with some new graphics, or will there be concrete changes in other aspects of the game?
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on November 11, 2009, 02:27:55 AM
That being established, what exactly is your goal here?  Is this basically just WM with some new graphics, or will there be concrete changes in other aspects of the game?
Definitely changes beyond simple graphics.

This isn't so much a stand alone mod as a demonstration of the modding extensions I want to implement. So there are going to be different mechanics to the game. New screens, new events,  hopefully a more structured storyline than the main game can manage. Think of Doom and Doom2 (or Fallout and Fallout 2). Basically the same engine, but different content.  What I want to do is separate engine and content a little better so anyone so inclined can do the same to WM.

Title: Re: New City: Abby's Prospect (Speculative)
Post by: Alienhand on January 07, 2010, 12:48:06 PM
First of all, I kinda like your idea till now, it sounds really great you know, especially because your plannig to create a mod out of it and not going to change the maingame itself.

Definitely changes beyond simple graphics.
So there are going to be different mechanics to the game. New screens, new events,  hopefully a more structured storyline than the main game can manage. Think of Doom and Doom2 (or Fallout and Fallout 2).

You know, when I'm thinking of Doom, or even a better example, Fallout (especially the third part) I'm thinking of a playable maincharakter. I know you where talking about the story but I wonder if it maybe would be possible to add something like that? Of course not like doom with walking around and such (were not playing a shooter here, right? ^^) , but maybe with learning or training stats to make it easier to train your girls in a special way (thinking of bondage, sex, obedience, whatever) or to get easier more influence in the city or something like that... I know it sounds kinda weird 'couse its nearly like one of those tons of simdate RPGs out there (and I think we don't really need more of them ^^ or even want to change this great game in this way), but I was only thinking of it as an addition to that what you are planing to make.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on January 07, 2010, 01:09:06 PM
First of all, I kinda like your idea till now, it sounds really great you know, especially because your plannig to create a mod out of it and not going to change the maingame itself.

Hopefully, it'll be the first of many, and we'll see other city mods appearing, each with their own theme and local rules. Got to get that scripting working first though ...

... maybe with learning or training stats to make it easier to train your girls in a special way (thinking of bondage, sex, obedience, whatever) or to get easier more influence in the city or something like that...

The notion of PC stats has been kicked around a couple of times. I generally like the idea, but it's way down on the todo list at the moment. Still, I wouldn't rule it out entirely.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: delta224 on January 07, 2010, 01:25:26 PM
Well, the player already has stats like the girls have, it is just nothing is done with them.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on January 07, 2010, 03:39:00 PM
I didn't know that. I suppose some sort of self improvement activity is that much easier in which case.

Of course, we need to sort out some sort of schedule for the PC first. Something beyond the interact menu button, that is. What's he got at the moment? 10 actions. 5 morning and 5 evening if we say Crossgate works on 5 day weeks. Would help for the girls too, since they seem to top out at around 10 actions a shift, which would mean they get to shag 2/day/shift if they're really good. (seems a little low, but it's only a game, after all).

Be useful to do because pretty soon we're going to need to start resolving conflicts for resources between the girls. Which could lead to a lot of fun, I can't help thinking...
Title: Re: New City: Abby's Prospect (Speculative)
Post by: delta224 on January 07, 2010, 04:44:13 PM
I spent way too much time looking at the save functions is how I know that the player has stats.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: zodiac44 on January 07, 2010, 06:25:26 PM
I didn't know that. I suppose some sort of self improvement activity is that much easier in which case.

Of course, we need to sort out some sort of schedule for the PC first. Something beyond the interact menu button, that is. What's he got at the moment? 10 actions. 5 morning and 5 evening if we say Crossgate works on 5 day weeks. Would help for the girls too, since they seem to top out at around 10 actions a shift, which would mean they get to shag 2/day/shift if they're really good. (seems a little low, but it's only a game, after all).

Be useful to do because pretty soon we're going to need to start resolving conflicts for resources between the girls. Which could lead to a lot of fun, I can't help thinking...

I wanted to suggest a weekly calendar setup, with each day having a day and night shift that you could schedule girls in, and then have one for the player where he could schedule his own activities, including "Office Hours" for girls who want to talk to him.  It would quickly become nigh unmanageable unless there was some kind of auto-scheduler for the girls that the player could turn on and off at will.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on January 07, 2010, 07:05:57 PM
Yeah, I think you're probably right. I have reservations about how well the current list interface will hold up with the new job selection system, as well.

Once we get this so it stops crashing on us, it might be an idea to put up an early alpha release, It won't be playable, but we'd get some early feedback which I think could be useful
Title: Re: New City: Abby's Prospect (Speculative)
Post by: Alienhand on January 09, 2010, 04:52:38 PM
I just downloaded a whole new version of wm and was looking around in the folders if something importand change. There the todo list catched my eyes. I dunno if its from necno or one of the other developers here, but I'm pretty sure that it's from necno. Now, why I'm telling this is because a line in this todo list sounds kinda intersting for me:
Add "perks" to player. The player gets points from acheiving objectives and can spend them on abilities that boost certain things.
Just one or two post bevor I just thought about this an like you figured out, the PC already got stats (even if they're not usefull yet). Looks like necno is already playing with the idea of make them finaly usefull, doesn't it? ;-)

btw, I'm all up to your idea of alpha testing and I'm sure there a lot more people on this board who would be happy about helping you guys this way to make this game even better. :-)
Title: Re: New City: Abby's Prospect (Speculative)
Post by: Mehzerz on January 09, 2010, 07:34:45 PM
Well... the "perks" were mentioned a while ago... but I'll try and fill you in.


Basically the game will start out as is. You have your standard slave shop. You can ask girls questions up to 5 times and ect.
Basically these "perks" would include access to new slave shops, asking girls questions will be more effective, and various other things. Now what I mentioned is not set in stone. But, that's the idea behind it. Not altering the actual stats of the player.
Title: Re: New City: Abby's Prospect (Speculative)
Post by: Midnight_Amratha on January 25, 2010, 06:28:17 PM
this whole editing of things make me think of the old and tried game called "Bard's Tale" for the relic called Amiga 500. they also had a "map -editor" but i'm not sure that's what you're aiming at.  any ideas from that game?
Title: Re: New City: Abby's Prospect (Speculative)
Post by: DocClox on January 26, 2010, 06:14:30 AM
Never played Bard's Tale, although I heard it was good in it's day.  What I want to do is:

So in some ways, it's a lot like the difference between Fallout and Fallout 2: same engine, same basic game, but some of the graphics have been changed, and the story differs in a number of respects.

Also, I want to provide a template for anyone else who wants to do a city mod.