Author Topic: Witcher: the Roguelike [pre-alpha]  (Read 21080 times)

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #15 on: July 15, 2015, 12:14:06 AM »
Rumours system - done!
...nearly done.
...ok, base of system is done. But whole mechanics was tested and works. Now I need to add little more options.

Probably I will improve it, because rumours are schematic - they are always constructed in the same manner. Ie:
1) drawn type of person from the list of social groups
2) drawn specific character from this group
3) drawn activity that caused this rumour
4) drawn details of activity
5) drawn 'last words' of rumour
6) + comment

Then, every rumour looks like, for example, [Rayla]+[obtained]+[great weapon]+[- masterwork crossbow.]+[It's make me sad...]

But I would like to say that this is NOT ONLY flavour text.

Only fool believe without proof in every rumour. However, there CAN be some truth in every rumour. So...

I made dynamic world. Actually, this works very simply, but some 'parts of the world' are changing without player involvement. And there is always a chance that rumour is true information.
I'm not adding any screens, because this isn't impressive, especially if I code terminal/curses roguelike ;)

Samildanach

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #16 on: July 17, 2015, 05:08:13 PM »
I'll be interested to see how the rumour system works out. I like the concept.

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #17 on: August 30, 2015, 08:19:13 PM »
Most annoying bug ever. Simplyfying:
Code: [Select]
if variable 'city' is 'nastrog':
    execute function 'nastrog_menu'
else:
    print 'error! city is <value of 'city' variable>'

results?
'error! city is nastrog!'

lol.
Seriously, I cannot track down this bug.

Ok, this isn't reason of my post. First of all, I want to declare that Witcher is not dead ;) I'm still working on it, but I don't know when game will be ready for first release.

My good friend ask me, if Witcher is planned as SanctuaryRPG in witcher's setting/world.

Of course not. Sanctuary tells the story. This game is very 'sandboxish', but whole gameplay used to push the plot.
Story, plot doesn't exists in WitcherRL. Completely different priorities - player should be able to 'live the life'. This mean a lot more interactions than 'guilds+random_quests+reputation' system.

After fixing mentioned bug I'm going to continue 'designing' cities.

Aleksanderus

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #18 on: October 30, 2015, 04:58:22 PM »
How is the development going? OR MAYBE YOU FORGOT ABOUT THIS PROJECT WHICH WOULD BE UNFOURTONATE! nah, I'm kidding
and also I can be your "beta" tester (I have ability to find a lot of bugs in a minute).
« Last Edit: October 30, 2015, 05:06:39 PM by Aleksanderus »

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #19 on: October 30, 2015, 07:11:25 PM »
You are welcome as beta tester... When will be something to testing :)
My biggest problem is lack of organization - ofc I don't forget about WitcherRL, but I work by fits and starts, and I have a couple other projects. Actually I'm deeloping HumFallRL which was on hold for 6 months. Latest release is simple dungeon crawler and I concentrate about world map, quests and storyline. When I will finish it and HF v.12 will be released, I'm going to back to Witcher.

Last Witcher's commits was about city designs and interactions. Taverns and drunken games are made already :) Moreover, in every city is cathedral/church/chapel with basic interactions and... not much more for now.