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Ranchonyx9652144dIs the game gonna be a top down?
@Ranchonyx the regular gameplay is top down, the overworld map is a 3/4ths view hexmap.
initially it was a combination of overworld survival strategy (like neoscav), with a touch of base building e.x rimworld. Went more toward base management (state of decay, this war of mine), and mostly treat it as meta.
Want to build something that closer to the atmosphere of neoscav, metro, and stalkers clear sky mod, with occasional factions you interact with.
Didnt just wing it or kitchen sink the design either "this would be cool to have!"
Those factions and overworld locations? Those were originally part of a civ-style builder.
So towns maybe water storage. But a local cult (wandering npc group) keeps attacking it to force them to convert.
System tracks the last 3 or 4 action you did. If any of them involved the group going down, and solving the dilemma, you gain reputation with the town, which can be traded for favors. Sort of like an old western hero saving the town.
Or say a town invited a rough group to stay, and situated them in a common house next to the armory. Bandits might be tempted (based on the group personality) to seize it and use it to control the town.
You can solve this any number of ways because of the consequence system. Mist NPCs act as solution fronts: merchant might offer to hook you up with the ammo, bit you have to go get it. Town engineer might be willing to shut off the water out force the bandits out. Or you could persuade the bandits.
This came about b/c fallout dialogue always seemed anemic. It basically acted as a skip button for gameplay. But you know who did really good dialogues? The walking dead. Why? Because essentially it was about conflict and dilemma. Choosing sides. And the first thought is, is there a way we can design living, dynamic systems that generate these dilemmas for us?
@Ranchonyx what I want to do is post on itch, let people download for free (because I know exactly what it's like being asked to pay to become what amounts to an unpaid tester) or contribute what they think will help out.
Wanted to go the love2d route simply because it makes modding trivial, but concluded I cant afford to spend the time reinventing the tools GMS already offers. So modding comes down to converting to external editable scripts later on, along with an open data format.
Pythons just the tooling and data conversion language.