PyTFall > PyTFall: Game design

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Xela:
longint got familiar with PyTFalls code and is looking for something to do. Events/Quests are a great place to start. Lets decide on how we're gonna do it.

I figure we can pick events/quests approaches from these categories:

1) Unique Girl Events/Quests (similar to tifa's quest):

- There are not tracked by the game (we can have these tracked but since these allow practically everything, there is little point).
- Scripted in Ren'Py script and interact with game elements using Python.
- We are only responsible for triggering these through out the game, rest is up to modders.


2) Game Events/Quests (short-term game objectives):

- These we code in Python and maybe allow tracking.
- Similar objectives to SimBro games might work for us.
- Rewards could be jokers or money/special items.


3) Random events on Next Day:

- Python again, not tracked.
- Part of Next Day code.
- We already have some during the Rest job for example.


4) Random City events:

- Python scripted.
- Similar to MyCuteSlave or Slavemaker.
- Not tracked.


5) Game Events:

- Python.
- These we track.
- Similar to Otherworld events in design.


If you have any ideas/addons/other options, lets hear them and start writing some code :)

longint:
Ok. I feel like I missed something, what you mean by "tracked" and "not tracked"?

What I think:
- Events/quests consist of entry points (in what label/screen/python it can be triggered, as example start and end of quest) and condition (terms of event/quest to met).
- It can have screens and labels for user interaction.
- Also, I would point out quest/event reward or penalty (or both).

So event/quest can be presented as separate reusable entity. We can create events in library/events/ each in *.rpy file or folder grouped by some theme or singly for one big quest, so IMHO it can ease code management.

But now... I think... that topic more about "game design" and not "code design" (its PyTFall: Game design after all).
So to speak of design: all types of events is cool. I think its quite plenty of them to start.

Xela:
Tracked/Not tracked = Quest progress recorded to a journal/Falls into oblivion.

Xela:
Ok, people. Look alive :)

What do we want from event manager? I am planning to code the following in:

- Simple event registration.
This can register a simple event bound to a label in one line of code with basic trigger options like dice, starting day, ending day, amount of occurrences that are allowed per amount of days, locations to trigger, type of trigger (for now we have to, auto-trigger on entry of label and Look Around button).

- Events will also support complex events and complex triggers through Python code, there should be no limits to power of that approach.

- Event system should run on every label in the game and also be useful for triggering girls special scripts (that are basically just more labels).

- Event manager will keep track of events making sure game is balanced and doesn't break or show an overkill of auto-triggered events.

Anything else??? I would like to get this as close to our needs as required...

CherryWood:
It's kind of hard to say that now... because I have no idea what event could actually do besides the obvious gold/items/stats/more text. Like if we could track or affect the actual brothel management, like number of customers, they preferences... something that could change the gameplay a little. And the game doesn't have any goal or challenge yet.


Also the options for triggers are kinda unlimited:  is girl1 and girl2 taking a "rest" action?  Do you have too many annoyed girls? Did you just purchased a palace? Have you defeated team X using girl Y in arena?  Time after something that event before did? (happening X days after) etc.


So I don't understand much what you want to know...
 

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