Thanks to everybody for the comments. I'm gonna dump a huge response here. It's getting harder and harder to respond to people individually as the game gets more exposure. This is a problem I always wished to have
fleur: Looking through this thread, I am wondering why the player must get a rifle, necessarily?It's a gameplay thing that I'm stubbornly attached to. That's basically all there is to it. I haven't finished integrating it though, so it may still be cut if I find it doesn't work.
zede: Are you going to release this on mobile as well?I'm plotting it. After PC/Mac, and likely only iPad due to the size constraints.
John Sandoval: it wasn't clear to me till about day 5 that i had to/was able to feed my familyI've added a message about this on the first day's night screen. (final branch only, not in betas)
Comrade Beric: Point of fact, I'm still unsure of exactly how I get paid.Yeah the game is intentionally vague about this. And a lot of other things I guess. I may put a small number on the night screen somewhere to incidate how many people you processed. With that it'll be possible to deduce (without being told directly) how the money is awarded.
arkhometha: I detained him [the pimp] and the newspaper gave me he the ringleader was arrested but the girls still died. I thought the blame was on me.Are you sure about this? There are two exclusive scenarios:
- Detain him and get this news:
@ News Human Trafficking Ring Shut Down! \ Grestin Checkpoint Officer Nabs Mastermind \ Face:M-11-12-8-5
- Approve/Deny him and get this news:
@ News Dancers At Grestin Club Found Dead! \ Newly Immigrated Girls Victims Of Human Trafficking
Are you saying you saw both pieces of news after detaining him?
crazysam: Can you share how you handled full screen / windowed switching and most importantly, window resizing?There is a top-level sprite (child of the stage) that contains all the display objects and handles the resize message:
public static var kPixelWidth = 570;
public static var kPixelHeight = 320;
...
private function applySizing()
{
...
// choose resMult to fit stage size
var mult = 1;
while (true)
{
if (kPixelWidth*(mult+1) > stageWidth) break;
if (kPixelHeight*(mult+1) > stageHeight) break;
mult++;
}
resMult = mult;
scaleX = mult;
scaleY = mult;
x = (stageWidth - kPixelWidth*scaleX)/2;
y = (stageHeight - kPixelHeight*scaleY)/2
...
}
That puts the play area in the center of the screen at the highest possible whole-pixel scale. This often doesn't fill the screen, so there's also a set of 4 black bitmaps (also children of the stage) arranged around the play area to mask it.
Arhemont: So basically all the actions are wrong. ... I would love to see this principle implemented in all of the stories.Heh, I'm probably not going to take the moral pain that far.
Lt_Commander: [Sweet fanart]Awesome!
Gimym TILBERT: Make it a facebook game...Stop right there.
seagaia: Hey, could you document how you did encrypt the assets with #1I can give you the gist but obviously not all the details. It'll take some time though. Remind me in a PM.
xclpr: [idea]That sounds kinda cool, but the game is mostly mapped out in my head and such a feature doesn't fit well with what I have planned.
DannySpud: The omniscient supervisors make my "job" feel pointless.I understand this point of view, but without the immediate citations the game is broken and unfun. You can try the alpha build to see for yourself. In that version you are cited but it doesn't list the actual mistake. There are some posts earlier in the devlog discussing it. I'll address the "inspector inspector" at some point in-game.
szron: Pages of a passport ... Computer system ... "Secondary" ...I originally envisioned checking previous VISAs but, as Armageddon said, felt the complexity wasn't worth it. Also, the game originally did have a computer telex system for getting information from the Ministry of Admission. It was cut a pretty long time ago. I think there are a few devlog posts about it but the summary is that it wasn't needed after I implemented the current fingerprinting system. Finally, I think a 2nd round of interrogation would slow the game down too much.
whyareall: A suggestion that someone made a while back that didn't seem to get notice was right clicking for discrepancies, instead of having to pull up the big, screen-covering thing that blocks you from moving documents around and wastes time.That was my suggestion
. It would just be a shortcut for entering inspect mode and selecting with one click. Inspecting will always be a separate mode where you can't move the documents. I haven't implemented it yet because it's such a minor optimization that I haven't felt the need.
SliceOfDog: [bug with rejecting/denying everyone]This'll get fixed with escalating penalties. Around 5 in one day will be enough to game-over that night.
SliceOfDog: [having a smaller rulebook that pins]There are many ways I could make the interface more optimal but as mentioned before I'm happy with the current level of required paper shuffling. Makes me feel like I'm working. In a good way.
erikchan002: [bugs] ... Maybe a key for calling the next person in-line?Thanks for the bug reports. I think it's important to make the player look up to the top area every once in a while to click the booth. This is mainly why I put the button there (instead of keeping it on the desk).