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Oct 8, 2022

  • Jpratt
  • 10/09/2022 03:16 AM
  • 163 views
1. Project successfully backed up (over 3000 files); OS updated; RPG Maker 2003 & game copy working successfully.

2. A total overhaul of the menu sound effects was implemented. Given the size of the menu and the amount of time a player is expected to be in the menu system, it was necessary to broaden the available sound effects so the player would not grow annoyed of the menu. Overhaul includes:

- All menu sound effects are now centralized in common events for easier editing and cleaner code.
- Menu sound effect volume levelled for smoother sound transition and quieter menu interaction.
- Separate events for menu open, menu close, menu scroll, menu use/select, menu decline/error, for greater user flexibility.
- 10 new menu sound effect options for a total of 12, including silent.
- Improved options menu interface. Includes sound bite when scrolling through sound options.
- New message options to turn off specific sounds; menu scrolling, menu toggle (open/close)
- Several menu images added or edited to account for sound effects changes.


3. Menu messaging had a bit of an overhaul as well.

- Removed the intoxication message option in favour of a more intuitive approach aligned with other menu messaging. Replaced with an option to turn off messages which inform the player an item cannot be used.
- Added "block" messages for most inventory items. "You don't need this" and "You're still high" and "Use this in fights" text will appear accordingly if the item the player is trying to use will provide no immediate benefit. Such as trying to use a healing item when health is full, or trying to take a drug before its cool down period has ended.
- Fixed an initial game call to ensure player starts with full energy.
- Added the option to press "use/select" on 10 additional items in the drugs menu, so these items can display the message "use this item in a fight" for consistency.
- Updated the color scheme from red to white for weapons/attire incompatibility messaging. The color change improves uniformity between messaging in various menu screens.
- Updated the description images of Morphine and Cooked Fish to show exactly which conditions they are used for.

5. Replaced recently added intoxication messaging system with graphical indicator of intoxication level in place of messages. Also updated the toleration increase message to graphic.

6. Back end development:

- Developer game dictionary definitions added/updated.
- Sound effect resources sourced (a time consuming endeavour every time.)
- Hunted down and fixed some bugs from recent programming.


Next up:

- Update text message to image for special alcohol item.
- Implement the remaining container items. This one is more time consuming as images need to be created and a significant amount of programming is done so the player can see every item the containers hold. As well, each container is unique in what it provides, and even how those items are provided.
- When implementing the Goodie Bag, will be simultaneously implementing Metabolic Bypass perk level 2, which guarantees energy drinks are found when these bags are opened.
- When implementing Cryptex, I'll be programming in a unique in-menu puzzle from scratch. This will require more planning, image creation, and complex programming.