Election Day - The mayor of your town has found himself embroiled in a corruption scandal for stealing from the town eggplant fund, and you've decided to throw your hat into the race for a new mayor! It's not really a thriller, I actually expect it to be pretty mellow like carmelo this year, except hopefully not as terrible.
The game is still extremely raw and undone and can't properly be called a "Game". The art is awful - all placeholder free art right now. A few of my attempts (inside a house) are also awful. The movement is janky. There is zero animation. Yeah. Here's a crappy screenshot:
I have been working on for these past few months, and by this I mean 1-2 hours a week if that- I have a demanding job, 3 kids (and a lot of family!).
The main "systems" I've been stressing over were fairly simple things like camera movement, screen/sprite "units", the dialog system and the quest system. I have some sort of dialog tree thing working - the boxes themselves look absurd. I haven't had time to play around with the libgdx stage system to see if I can come up something more decent than this:
This si totally not representative of how the game will ultimately look, I've been basically focusing all my energy in functionality. I can define entire dialog trees, associated with particular quests, or not, I can define which dialog triggers a quest, and the quest gets activated.
I can define where the NPCs are, which house they own, or are homeless, etc, and they will spawn near that house.
What's in the pipeline?
-Get (or make) some better art. Any one have any ideas on good tutorials for making my own tileset?
-Learn more about libgdx stage configuration/skins to make the dialog not look like garbage.
-Animate!
-Add more dialog. Right now I have very barebones dialog, maybe one dialog tree that gives you the first quest, but nothing beyond that. I am not sure how to make "Acts" in the game, i.e. story progression, beyond having dependent quests.
-Fix the janky movement and the weird white lines that occurs as a result of camera movement. I suspect this has to do with tile borders as I've read somewhere before.
-full screen totally messes up all of my "stage" based components - dialog text and quest text entirely disappears moving to full screen.
I am thinking the interior of houses will not be sized the same as the town map. Though this may set me up for some weird proportion issues in the long run. And that's all I got for now. I will update now, as I think this actually helps me in some ways to organize my thoughts.