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Sept 25, 2022

  • Jpratt
  • 09/25/2022 08:23 PM
  • 95 views
Major updates:

- Toleration system for alcohol crafted from start to finish. As the player drinks alcohol over time, their intoxication limit is increased, allowing them to drink more (gain more of their benefits) without blacking out.
- Intoxication system for alcohol complete.
- All alcohol added to the game as part of a significantly integrated system which required other whole systems to be build to accommodate the planned features.

Other updates:

- Capped resistance gain from alcohol at 100%.
- Alcohols fully implemented except for the specialized abilities of 3 late game alcohols.
- Metabolic Bypass perk stage 5 added.
- Use statistic added for all menu uses of boosters, drugs, alcohol and medical items.
- Experience determined and added for the same categories above.
- Main merit check moved from menu close to medical centers. This will eliminate combat images and sound effects from clashing with merit gain images and sound effects when battles are implemented. It's also a more intuitive place to determine if a merit was gained.
- Options menu updated to include an on/off option for informative but potentially annoying messages.
- Option added to this menu to turn off alcohol intoxication message after using an alcohol item.
- Some cleanup of the "death" / blackout code in the common event and test medical center.


This completed a couple significant additions to the game which have been planned from even the earliest days of development (years...). So, what's next?

- Remainder of alcohol pictures to be made and uploaded. This will complete the alcohol menu page and 99.5% complete the alcohol system (3 small abilities to add much later in development.)
- Containers will follow. Containers are the last booster inventory items; the others being drugs & medical items, energy drinks & candy, and alcohol. Containers are the shortest list of the bunch and for the most part will be straight forward but require the entire image base: text image indicating item held, highlight text image, text description, and picture. They will also require programming in but this is very straight forward, as each container simply provides the player with other items. For example, a mule pack provides the player with random drugs.


Those will be the next two targeted ambitions. I'll likely mix in some mapping to keep things interesting. Surprisingly, there is still substantial work to do on the menu beyond this. Both programming and image design are quite time consuming.

After containers I'll likely target trophies. These are already started with base images and functionality programmed. They just need images and text descriptions, with a few already complete. So, some easy items to knock out over the next little while to feel like progress is being made.

Not sure if anyone actually reads these blogs, but they've been helping with my productivity on the game for sure.