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4h 58m 40s logged

Social Interaction


Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street.

Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach.

  • For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success.

As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window.

Finally using that clock


Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM.

Sprite art strikes back


Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing.

As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that.

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@Ratseer

the wind seems especially loud today