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999255 Posts in 39205 Topics- by 30615 Members - Latest Member: AlecKelley

April 22, 2014, 11:37:58 PM
TIGSource ForumsFeedbackDevLogsFinishedPapers, Please [Available 8/8]
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Author Topic: Papers, Please [Available 8/8]  (Read 144282 times)
dukope
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« Reply #75 on: December 10, 2012, 10:29:34 PM »

Your score is based on how much in-game time passed for each examination, as well as how many correct and incorrect guesses you made on legitimacy...
Possibly add a combo system for processing (subtle, not like "MEGA COMBO 46x MAXIMIZER!")...

TBH, I hadn't even considered a score system. There are some cool ideas here, but I personally don't pay attention to scores in games. I could see it making sense with a leaderboard though. For that case a separate score mode would probably work best so the story progression doesn't get in the way. Similarly, Helsing's Fire has a "Bounty Mode" that lets you play online puzzles outside the story arc that works pretty well.

I like the upgrades suggestion. I have some vague ideas about upgrades but I'm waiting to have the basic daily gameplay working before trying to figure out what works best. New equipment and interrogation questions sound promising.

Time
For in-game time, I prefer it to be realtime. You'll be able to pause (blacking out the screen?) to take a break. But all the little rigamarole of clicking things and arranging documents is part of the job and should be on the clock. The faster you can do that stuff, the better you'll be. And just like real life, you'll have to decide if it's worth flipping through the rulebook looking for a specific rule, or sending a slow telex query to check a name. This keeps things simple too; no need for a special hud or an explanation of what does or doesn't cost time. >> TIME COSTS TIME <<
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Panurge
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« Reply #76 on: December 10, 2012, 11:16:03 PM »

I also think this has a lot of scope for moral dimensions not often seen in games. For example, a lot of the illegal immigrants you are catching might simply be poor labourers from a war-torn region hoping to blag their way in and send money back to their families, yet the punishments for these will be just as severe as for other, more criminal, immigrants. Imagine someone with a crudely faked passport who breaks down under questioning and admits that she just wants to support her children. You might be tempted to let her through... Or how about political refugees who will be shot if you send them back? Then again, if you go easy on everyone you will likely end up in trouble yourself or let someone through who turns out to be a terrorist bomber.

I loved how you handled this sort of thing in 'The Republia Times' - I really felt the moral dilemma there - and wonder if you are planning something similar for this...
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dukope
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« Reply #77 on: December 12, 2012, 09:07:37 AM »

I loved how you handled this sort of thing in 'The Republia Times' - I really felt the moral dilemma there - and wonder if you are planning something similar for this...

Thank you and yes :D One of my motivations for making this game is to exploit the player's morals and give them tough choices. I think there's more potential for hard choices here than in Republia Times. Actually the examples you mention are spot on.

A Few Faces
One of the nice things about doing both programming and art is that I can take a break from one and focus on the other. Perfect for when I get burnt out on something. I spent a few hours yesterday just drawing faces. Two new sheets:

Click the picture to see a time-lapse of the drawing. Not that exciting really.

You can see I'm running out of ideas for the clothes and they're getting a little crazy.

Lemme Just Stamp This
So you've checked someone's documents and it's all in order. How do you approve their entry and send them through? In the real world the inspector puts a sticker on your passport and stamps it with some time information. My original plan was to put some stamps on the counter (red = deny, green = approve):


To stamp a document, drag it from the counter and over to the desk. Same drag/drop interface as the papers:


It's easy to position, but how do you actually stamp it? With drag/drop, you grab the object on mouse-down and drop it on mouse-up. If you don't drag, it's easy to detect a mouse-up with no movement and apply a click. So that'd work here too. Drag the stamp into place, drop it, then click it to apply. Unfortunately this feels lame. Applying the stamp on mouse release just doesn't have the satisfaction. What you want is a nice solid THUNK when pressing the mouse down, not when you let go.

So I switched gears and am now experimenting with a stamp "bar" that pulls out over the desk. In this case, the stamps are immovable and you have to arrange the documents beneath them before stamping. Feels much better:


Once you stamp the passport and hand all the documentation back they'll grab everything and walk out to the right.

Haxe/NME
I've spent enough time with Haxe now to have both good and bad impressions.

Bad
  • A 'meta-language' with no home
    Haxe is translated into other languages (flash, js, c++, etc) and has no compiler. It supports a lot of target languages and although it doesn't take a lowest-common-denominator approach, it does sacrifice some features. The big one for me is proper class member scoping. There's no concept of true "private" members like you'd see in C# or C++. This makes it hard to build robust inheritance classes without stepping all over your base class's members. I generally keep my class hierarchies as shallow as possible so this is less of a problem but it has come up a few times. The usual way around it is to use adapter or helper classes instead of inheritance.
  • NME has some missing features
    Although the NME build process is fantastic, the C++/js/flash APIs all have little differences that need to be worked around. So far the biggest missing pieces are in the BitmapData class. For now I can handle the necessary tweaks.

Good
  • Modern syntax and features
    Coming from C, C++ (and even C#), Haxe is refreshingly modern. The type system is good and the reflection API is simple to use and powerful.
  • First-class functions
    Having first-class functions that can be passed around as variables is great and can simplify a lot of normally difficult tasks. Love it. As an example, using reflection and first-class functions I was able to create a simple state machine class that handles all the animation and state changes for game objects. Not possible in C++ without pains.
  • Succinct
    I think a good way to gauge the value of a language is to look at how much code is required to perform common tasks. The less code required, the better the language. Haxe scores well here.
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Lynx
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« Reply #78 on: December 12, 2012, 03:45:00 PM »

You're right, that looks like it'd be a lot more satisfying.  Ka-THUMP!

I'd have thought the same as your first thing, moving the stamp over, but you're going the extra mile here. Smiley
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dukope
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« Reply #79 on: December 13, 2012, 09:19:11 AM »

Stampage
Today was productive. Got the stamping system and in-booth flow working.



Pretty tired at the moment but I'm hoping to upload a build late tomorrow.
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ClayB
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« Reply #80 on: December 13, 2012, 10:30:19 AM »

Stampage

Looks real satisfying. Liking all the new faces you did too. I like how they all look just slightly worn down by a totalitarian regime.

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FSTOP
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« Reply #81 on: December 13, 2012, 04:22:06 PM »

Stampage
Today was productive. Got the stamping system and in-booth flow working.



Pretty tired at the moment but I'm hoping to upload a build late tomorrow.

 Kiss
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makerimages
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« Reply #82 on: December 14, 2012, 06:14:39 AM »

got the new build up??
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dukope
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« Reply #83 on: December 14, 2012, 11:07:09 AM »

got the new build up??

Still tracking down some sneaky logic errors. It's past 4AM here so I'll postpone things until tomorrow.
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Quarry
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« Reply #84 on: December 14, 2012, 12:11:20 PM »

Is there a risk factor or an endgame?
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dukope
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« Reply #85 on: December 15, 2012, 03:58:22 AM »

Is there a risk factor or an endgame?

There'll be a story arc with several endings.

New Build!


Still early but the inspection procedure is largely in place. Instructions are on the page. Enjoy!
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Quarry
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« Reply #86 on: December 15, 2012, 04:08:40 AM »

I can't see a denied stamp, and any way to know if I did right or wrong?
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dukope
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« Reply #87 on: December 15, 2012, 04:11:25 AM »

I can't see a denied stamp

You have to highlight two pieces of mismatched information from inspect mode to enable the denial stamp.
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Quarry
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« Reply #88 on: December 15, 2012, 04:16:02 AM »

I can still use it though, and how do I send someone without a pass and entry. Also any way to know if I did right or wrong? On top of that right before I saw documents of a guy I slammed it shut and it's stuck, can't get anyone new or something
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makerimages
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« Reply #89 on: December 15, 2012, 04:27:58 AM »

HIGLight rulebook rule and table top if a document is missing.
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Makerimages-Its in the pixel
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