Posted May 11, 2023 by Axelord1942
So now's the point where I let you look at how it's going so far.
The truth is, surprisingly well! Visually there's still a lot of work to be done (the map is missing a LOT) but it's not too far off from the mockups I put together, which pleases me. Ultimately the final UI is going to be a little busier than I initially hoped but I actually prefer it to having the verbs visible as UI elements.
Now let's touch on the map.
Go ahead. Take it in. It's ugly. Take comfort in the fact that this isn't the final map and only the bones of it. All of the structures will be drawn over and animated and there will be visible traffic. Event cards like these will trigger randomly (or not-so randomly if certain conditions are met/not met) as the player walks around the map and follow the player for a set amount of time before disappearing. Some of them, like this one, will lead to combat encounters. Some are merely for world-building, others act as traveling merchants. The player can ask around about the locations for certain stores as they open up more of the map, or they can walk around blind until they stumble upon them. As of now if you get within roughly a block of an unidentified store it will be identified and you will automatically enter it the first time. You have your usual fare: the hotel you stay at, weapons/armor stores, combat item stores, food vendors. Then there are locations that are part of a story encounter and then remain open for the player to return to (i.e. a homeless encampment, a bar where you can find information/work, and of course....