Devlog Update: Active Actions, NPC Conversation UI & Stat Implementation
Welcome to this week’s devlog! This update is primarily a technical one - as many upcoming posts will be. Now that the core mechanical implementation is complete, I am shifting focus toward filling the game with content for the initial alpha release.
Active Actions
Active Actions represent the specific activities available to the player. These options change dynamically based on the location, the current residents present, and the player’s own capabilities. By interacting with the world, players can obtain items, currency, or stat increases.
As shown in the first GIF, the game utilizes Stat Checks that require specific skill levels to succeed. There are currently eight major stats that influence gameplay.
The eight Major Stats
While eight stats might seem like a lot to manage, they are designed to give you a specialized edge depending on how you play. The first five stats (plus Calisthenics) can be studied at the Vocational School, making them relatively easy to advance. However, the more "specialized" stats will require you to venture into the shadows or participate in wrongdoings to truly master.
Carpentry: This governs your handiwork and affects your ability to construct or repair objects throughout the world.
Computer: Affects your technical functionality - whether you're acting as a professional agent or a mischievous criminal.
Culinary: Directly impacts your cooking ability and the quality of the meals you prepare.
Caretaking: A versatile stat used for various household interactions and nurturing tasks.
Calisthenics: This represents your physical strength and athletic prowess (I really wanted a word starting with 'C' to match the theme).
Charisma: Your primary social tool, used to influence and succeed during NPC interactions.
Carnality: A specialized stat that affects your character's sexual skills and intimacy levels.
Crime: The dark side of your skill tree, governing your ability to perform various criminal activities and illicit maneuvers.
Interaction Mechanisms
There is a lot to discuss regarding the backend of these interactions, though much of it is technical. Key systems implemented this week include:
Stat Management: Logic for increasing and decreasing stats.
Reward Logic: Handling rewards specifically tied to Stat Checks.
Dynamic Visibility: Scripting Active Actions to appear or disappear based on the time of day and day of the week.
Passive Stat Integration: How interactions scale with the player’s passive traits.
I have also completed the scripts for the School Location. This was a significant milestone, as the school is the most complex area due to its sheer size and the frequency of special events.
NPC Conversation UI
The NPC Conversation UI has officially been added. While the first GIF doesn't show a specific NPC interaction, the system is fully functional. By clicking on an NPC’s portrait, you can initiate a conversation or interaction. I'll update with the details when the scripts for the NPCs are done.
The UI for portraits and specific character details - including the "private parts" mentioned in my previous notes - has been finalized. To be specific for the target audience: all NPCs in this world are "dickgirls," featuring both a penis and an anus. I've omitted the explicit samples here to keep this update focused on the interface itself.