Posted September 25, 2023 by jullstud
#Development Blog
Unfortunately, IRL took longer than usual, but i still have a small list of changes that you might find interesting
- decided to leave the idea of dynamic economy. After a few tests it became clear that even balancing a few trade NPCs becomes a difficult task. Sooner or later one NPC either gets too much money, or vice versa - too little, even without interference in its work. Important clarification that the idea with NPC to NPC and player interaction remains, but will be done differently:
- selection system has changed. Previously, moving through locations, selecting characters to talk to or items to use was done using the normal renpy menu. All this functions have been rewritten to pop-up windows.
the reason for this was the realization that the renpy selection menu simply does not meet the technical requirements of the project. in addition, over time it will be possible to make more beautiful choices than just text (adding portraits of NPCs, icons of items, an interactive map on which the player can literally see location). But most importantly, the menu now allows to add an infinite number of choices. before everything was limited by the literal height of the player's monitor;
- code unification. i'm slowly coming around to unifying the code and fixing as many legacy elements as possible:
- lastly, a very simple change. even now there are a lot of different statuses and other things available in the game. now, the player will receive a notification on the screen after changing the status of the character with an indication of what has changed; and an icon of an unread message at the Index menu after opening a new article.