Friday, September 26, 2014

Progress update

The game has been progressing at a fairly steady rate except for this last week.  I didn't realize how time consuming it would be to implement a better inventory management system compared to the rags version.  Plus there's been a few days I just didn't have the time or energy to put any worth while work into the game.  I *should* be able to get back to my normal schedule next week though.

The home bunker and hotel is pretty much finished as it was in the rags version.  I know that doesn't sound like much but that includes nearly all the background coding required for future additions.  The code that controls clothing, stats, reputation, movement, jobs, sounds, combat, quests, and conversations are in place so adding more is fairly quick and easy.  The only two left to do are the saving/loading feature(which I'm saving for very last) and inventory management.  I could have the inventory be pretty much a copy of how it was in rags but I would really like to allow multiple items of the same type and ammunition limits.  Having Kaylee walk around with 200 spare bullets in her back pocket just doesn't seem right.  So I'm going to spend a few days brainstorming on how to best implement a better inventory management, though if I don't come up with anything good I'll likely just use the simple version rags did. 

Once that is done (either way) the rest of the game should be filled out quickly, especially with all the help I've been getting. 

9 comments:

  1. 200 rounds of 9mm ammuni...

    Wait. 9mm can mean a lot of things.

    Anyway, 200 rounds of your usual 9mm pistol ammo is only four 50-round boxes. Not counting the cardboard, that's a trifling 2,353g or 83 ounces. That's not that bulky or heavy. You get 1000 rounds of that stuff to the big box. Carrying it ready for use would be trickier. You could have 204 rounds in 12 magazines of 17 rounds for your Glock 17. Umm ... three under each arm, three each side on the back of the belt?

    In .38 Special it's a bit trickier to carry it ready to go, because you're effectively carrying cylinders. Charlie himself demonstrates reloading with a fresh cylinder here. You can reload with a clip that drops six in or with the back half of a cylinder, but you're still carrying bulky little groups of 6 ... 33 of them for 198 rounds. At one every 2 inches, that's three times around Kaylee's waist. That could get awkward.

    200 rounds of 5.56x45mm SCAR ammo is another matter to consider. They're the same diameter as the 9x19mm but longer. Surprisingly, they're not much heavier, 11.9g versus 11.6g, not that big a difference. They go 30 to a magazine, 3 magazines to a pocket, 2 pockets to a pouch, as shown here on a REME girl's left hip and on the left here. That's 180 in that little double-pocket thing. With a little swapping around, you could get another ammo pouch on your right hip for 360 spares carried, ready for use. Just over 14 pounds of extra weight to carry around, and enough firepower to ... eh ... lift a one-tonne load 212 feet into the air? Kill 360 rapists at the hotel door? You'd think they'd learn after the first 100 or so.

    Far from impossible to carry 200 rounds ready for use in a magazine-fed weapon, but carrying them concealed is a bit harder. Again, have two limits, one for "not obviously armed" mode and one for "I'm here, I'm armed, I'm dangerous and I want you to know it" mode.

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  2. ... well, I'm just glad progress is being made on the game. Making it again from scratch must have been difficult.

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    1. I had no idea what I was getting myself into lol

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  3. Considering what needed to be done I think the progress rate is really good!

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  4. With thinking (too much) about concealed versus open weapons and ammo capacity, I started wondering about other "modes" that might affect things. Obviously a power transformer is an open-carry-only item, but would there be other things that might affect whether you're allowed in somewhere, for example? Are there Vice Kings colours that'll get you blocked from the Hotel or attacked if you're in Gripper country? Should some valuables be selectable open- or concealed-carry depending on how rich or poor Kaylee wants to appear? Is anyone going to be reluctant to admit her in excessively sexy outfits? The outfits did already have a stat for "how much attention this will get me," so the "low-attention outfits only" rules could easily be applied.

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    1. I do plan on having what she's wearing or holding matter depending on her location, but I don't know exactly how yet. I'll be making that decision when I get there.

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    2. Now I'm imagining this from the doorman's point of view.

      "A blonde girl approaches. She is wearing a pink tutu, a sky-blue corset, black opera gloves, white lace stockings, purple combat boots, an olive-green webbing belt and a furry red Alice band with fuzzy little devil horns. She is carrying a SCAR-L on her back, a hunting knife on her hip and the skin of a Persian cat in her hands.
      A) Inform her of the strict dress code;
      B) Inform her the club does not allow cats, even incomplete ones, inside;
      C) Draw your weapon;
      D) Stand aside;
      E) Strike up a conversation;
      F) Seek alternative employment somewhere less WEIRD."

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    3. I need a "like" button for comments lol

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