Short update
Added 2021-03-26 22:29:40 +0000 UTCHello Catpack.
Short announcement from my side.
Despite the silence I have invested tons (TONS) of time in this project.
The current stage is as follows:
Split Developement for 2 projects
I think I stated this in the past, but Unforeseen Consequences was more of a learning ground for me, since I am totally new to HTML/CSS/Javascript.
The progress I made in the past month is very satisfying. I managed to understand most if not all of the basics and even managed to improve some aspects of commonly used assets (will comment on them with my next release).
The current format of Unforeseen Consequences enables quick writing but limits me to a strictly linear format. Altough I like the CYOA story I can create from this, it doesn't fully fulfill my inital aim of creating a game.
During experimenting with different styles, codes and sripts one thing led to another and I am suddenly (well suddenly is a rich word for the hours I put in) done with a skeleton of a real game.
Therefore developement is currently focused on "Unforeseen Consequences The Game" while "Unforeseen Consequences The CYOA" will only be continued if there is a demand for it.
To give a sneakpeak on what the game currently has and will be capable of:
- Setting is still the same univers and story, you and your roomates join a game in a haunted mansion on halloween.
- DONE - map for the mansion consisting of 24 rooms/corridors.
- DONE - Player can move back and forth between the rooms and explore the mansion.
- DONE - All NPCs have their own movement and can be encountered along your path.
- DONE - Stat System for you and the NPCS.
- DONE - When offscreen NPCs can encounter each other and trigger status changes/possible subdue oponents based on their stats.
- IN PROGRESS - Item Mapping -> I have created an offline chart of items and their usage (for specific rooms and encounters). Now I need to implement those ideas.
- IN PROGRESS - More scripting for encounters/a logic for multiple encounters.
- PLANNED - The Perk/Trait System I tested in the CYOA release. This makes way more sense in an actual game. Currently I have 5 perks with 3 levels each written down.
- I am also already balancing out the mechanics like NPC vs NPC corruption and their movement on the map. At the moment it feels like they tend to cluster up a bit/get stuck in certain sections. I might try to introduce a variable that leads them away from certain corners or guides them more toward rooms and away from corridors.
So as you can see the basics are done and "only" need to be filled with scenarios now ;p.
Currently I am not sure when I will release the first version of the game. In contrast to the CYOA a partial release only makes sense at a certain point. I could release a proof of concept again, but all you would be able to do is move around and encounter the 5 NPCs, so that seems a bit boring.
So I will probably hold off until I have a good amount of encounters/scenarios done.
There is a possiblity that I will disable 2-3 NPCs for the first release, just so there is enough content to progress the game with the existing ones. This would need to come with disabling some rooms/parts of the mansion though. Otherwise there would be too little encounters between 3-4 Players and 24 rooms.
So that's all from my side at this moment, I hope you stay tuned and I hope I can release something soon.
Until then, stay safe in these troubled times.