Past week I've been doing several things on Spuds Quest. Some biggish, some small.
Firstly I've added in a health points counter and reworked the damage/death system. There's still hazards that cause instant death (getting bowled over by a boulder or landing on spikes/in lava etc) but there's also hazards that'll reduce varying amounts of HP instead (falling too far, getting hit by darts/arrows in temples, falling spikes in mines, and so on). Spud's max HP will be upgradable.
I've also changed the font in the HUD to match the one in the dialogues, which I think works better. Also the character names in the dialogues are now in red, and I changed all the dialogue font to caps because it looks cleaner than it did before. Couple of screens at http://spudsquest.ebored.com to show that.
I've started working on the code for how the NPCs are affected by time of day as well. Time of day will affect how you solve certain puzzles. For example the farmer stays outside on his farmland from about 6am till maybe 8pm at night, and during that time you won't be able to plant the magic bean. So you'll have to do that during the night. Another example in the mines, the grumpy foreman won't let you in since you don't work there, so you'll have to wait till he's off duty to slip past.
There will be a way to progress time, I'm thinking of a sleep function at Spuds house to increase time by several hours. I also had the idea that sleeping would restore your HP too.
Opinions? Ideas? Post 'em.
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