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yayswords
Any extra rewards for disneydunking the guards too?



(Disneydunking is my new term for "killing" in Aravorn games)
jack1974
Yes you get the full XP. But honestly in such cases I would just go for the mercenaries. For the noble battle I would try to "politely get to sleep in a bed of roses" the noble as fast as possible :mrgreen:
Troyen
Uh, after the endless jokes prodding and teasing about romancing minor characters, now you're finally telling us we should seduce the nobles?
yayswords
Do we really need to spell out heavily armored/fast? We can see their stats :)
jack1974
OK (also it's a bit relative, since if you put all attributes on Speed, the enemy won't result very fast vs your party).

I've added 50% Ignore Taunt chance for the two toughest mercenaries (meaning they could hit another character instead of the one with more aggro for 50% of time).
jack1974
https://pbs.twimg.com/media/CSPHymiWcAAGoKn.jpg:large" style="max-width:100%">

another big step finished! The list on the left populates based on new discovered target (pseudo-randomized). Now I'm going to add sorting by the column values (even if there won't be a lot of targets, I'll add a limit).

By default all info is hidden, and you can use the "Gather Info" button to discover more, spending time or a little money :)

So far seems to work rather well, this part of the game seem fun already! 8)
Troyen
UI looks pretty neat.



Are you going to add pseudo-random names to the left side? So instead of listing out "Noble", "Noble", "Noble" have a set of a few dozen possibilities for noble house names to steal from?
yayswords
Also, shouldn't it say burgle? I know it sounds stupid... commit burglary perhaps. Point being that robbery means they actually intend to find someone and threaten them to hand over their valuables, whereas as burglars they try to get by undetected and "only" steal.
jack1974

Are you going to add pseudo-random names to the left side? So instead of listing out "Noble", "Noble", "Noble" have a set of a few dozen possibilities for noble house names to steal from?

No because they're just town districts (in the game logic, categories).

You can steal from Merchants, Nobles or Military (not really happy with this last one, I should try to find something better).


Also, shouldn't it say burgle? I know it sounds stupid... commit burglary perhaps. Point being that robbery means they actually intend to find someone and threaten them to hand over their valuables, whereas as burglars they try to get by undetected and "only" steal.

Like always when I code those screens I just write everything on my own, so before releasing the beta will hand everything to Forsaken to find better names/words/etc :P
Anima_

No because they're just town districts (in the game logic, categories).

You can steal from Merchants, Nobles or Military (not really happy with this last one, I should try to find something better).

Clergy maybe? Depends who close the setting is to the European middle ages that would be an obvious third group of moneybags. Landlords would be a less exciting/controversial option. Oh and of course stealing from crime lords is also a classic.
Bluenose
Who'd be rich in the area? Nobles, government officials and their offices, some merchants, bankers, temples and their priests, some mages I imagine, possibly successful artists, other criminal types (an ex-pirate might have interesting guards).
jack1974
Yes though I want to keep the people the sisters rob "evil" or at least greedy :) they must not seem common thieves but stealing only from rich people "who deserve it". Well my explanation is horrible (after a day of work my brain is muddled) but I hope you got what I mean :lol:
Thee Forsaken One
Joanne would never allow the sisters to steal from the clergy. Thalia would be all for it but she'd be outvoted by Kira and Joanne.
Anima_
Yes though I want to keep the people the sisters rob "evil" or at least greedy :) they must not seem common thieves but stealing only from rich people "who deserve it". Well my explanation is horrible (after a day of work my brain is muddled) but I hope you got what I mean :lol:

I'm pretty sure all my suggestions fit that description. At least as much as noble and merchant of course. :wink:
Rebly82
https://pbs.twimg.com/media/CSPHymiWcAAGoKn.jpg:large" style="max-width:100%">

another big step finished! The list on the left populates based on new discovered target (pseudo-randomized). Now I'm going to add sorting by the column values (even if there won't be a lot of targets, I'll add a limit).

By default all info is hidden, and you can use the "Gather Info" button to discover more, spending time or a little money :)

So far seems to work rather well, this part of the game seem fun already! 8)


At the top right, there seems to be a clock tracker. Is this mission timed? Can you play without the pressure of a timer?
jack1974
The timer is only a sort of "turns". Each action uses an amount of time, and I have some timer-related mechanics in the robbery itself, but have yet to code it. But is not a real-time timer, I just thought to use that instead of "Turn Left: 9" :)
Rebly82
The timer is only a sort of "turns". Each action uses an amount of time, and I have some timer-related mechanics in the robbery itself, but have yet to code it. But is not a real-time timer, I just thought to use that instead of "Turn Left: 9" :)


Whew okay! That's no problem then! :)



I thought it was a real time mechanic. While I suppose it would add greater challenge, I suck more at those sort of things. :lol:
jack1974
Haha no, real-time mechanic wouldn't work well with my games. I think won't make any with it :)
jack1974
https://pbs.twimg.com/media/CY1lB45WUAAu88n.jpg:large" style="max-width:100%">

final version of the robbery screen. I like how you see all the info you need about the target building at once. This was a test, there aren't any building actually so small in the game :P
jack1974
I finished all the merchant district templates, 5 in total. For now I'm going to do 5 each district, so 5 x 3 = 15 different ones. Also several rooms inside are randomized so you won't always find the same content on the same rooms.

I can of course add more later, with this system is easy to add more content. Though I don't want to overdo it, especially considering that there's also the 9 levels of the catacombs, and that this game wasn't supposed to be a RPG. So I think I've already added enough content :wink: