The next large update will be in around two weeks. v0.03 will have:
Experience
Day Visualiser
Inventory
Character Poses
Character Dialogue (similar to events)
Character Clothing Overlay
Reserving a little spot for a project I'm working on in AS3 at the moment.
You're looking at a large cityscape. You can set up various cameras & bugs around the city so that you can see through certain walls. You'll be able to listen into conversations, view events, keep an eye on randomly generated characters. Sometimes there will be specific events and dialogue that activate after modifiers have been achieved.
The most important feature will be that the majority of the game can be modded so that people can create their own dialog, characters, clothing & buildings.
Map data & settings will be edited using externing json files
Dialogue options will be parsed in XML - specific tags in the XML files will allow the modder to also set the scene, pose and set the modifier for specific dialogue (i.e. modifier 5 to view one possible dialogue tree).
Lots to be done, I'll post up the first draft tonight. 0.01 pre-alpha will have buildings with floors, foreground walls. The user will be able to define how many buildings, floors, etc. Eventually I want to be on par with Akabur / Breeding Season, but also make everything incredibly mod-friendly as I feel that this is exactly what will drive a popular game.
How will modding work? There are two possible ways, the easier is that the user will append a settings url to the SWF url, for example http://www.swfurl.com/?www.modurlJSONfi ... tings.json. The game will download all of the external assets, including dialogue, scenes, etc. Another method is to download the file structure and place the mods in a mod folder. Below shows how the content is structured in XML so it will be reaaaaallly easy to set up your own story/dialogue - and even change the buildings.
- Code: Select All Code
<wallTextures>
<ImageLoader name="creamstriped" type="wall" url="../assets/buildings/walls/creamstriped.jpg" estimatedBytes="2000" load="true"/>
<ImageLoader name="brick" type="wall" url="../assets/buildings/walls/brick.jpg" estimatedBytes="2000" load="true"/>
<ImageLoader name="graybrick" type="wall" url="../assets/buildings/walls/graybrick.jpg" estimatedBytes="2000" load="true"/>
<ImageLoader name="striped" type="wall" url="../assets/buildings/walls/striped.jpg" estimatedBytes="2000" load="true"/>
</wallTextures>
This is an example of how you will add more wall textures to the game.
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<LoaderMax id="1" name="INTRO EVENT" type="scene" modifier="start" load="true">
<text title="Example title">
Welcome to Voyeur City, this is an example of event text
</text>
<text color="red">
Use the xml data to change the text color of text - eventually certain text can be highlighted
</text>
<text camera="shake">
You can also add camera effects
</text>
<text speed="2">
You can also set the speed of text, speed is set in millisecond*100, 1 being very fast and 10 being very slow. Defaults are set by the settings.json file
</text>
<text portrait="events" position="left">
You can set an event portrait by using the 'portrait' tag and matching it with a corresponding image in the portraits folder. I'm using 'events.jpg' in this example
</text>
<text portrait="events2" position="right">
You can set the position of a character to the left and right of the screen using the position tag
</text>
</LoaderMax>
This is an example of how you can add your own custom events to the game.
Checklist for v0.01
☑ Create randomly generated city scape
-add windows
-add dividers
☐ Create randomly generate room types
☐ Create randomly generate character types
☑ Look 'through' walls
☑ Hours / Day mechanic (its not a bug that the background changes colour, I just need to make it more obvious and slow down the time)
☑ Set up dialogue box at the bottom of the screen
☑ Load in external XML dialogue
☑ Parse XML so the system understands it
☑ event image
-character image
-handle different section of speech
-create modifier scenes - i.e. scene 5 plays half way through day 6
☑ explore scenes
-scenes will contain dialogue, large character images on screen
☐ Load in external JSON settings
-json files will contain
☐ Explore modding logic
-create a modding structure so people can add their own content easily
-early mods will include adding scenes, characters, clothing, dialogue and being able to place things on screen
Latest Version
0.02 - Added an observer that updates the Scenes list per game tick. Scenes can now be added with associated characters / images - you can position images to the left or right. Text can now be cycled through. Text data is stored and cycled through - the game world pauses whilst this happens. Camera shake effect has been added to the text foreground - could be fun to combine this with specific events / dialogue.
Previous Versions
0.01 - The initial world generator & basic loader