Hiatus Ends - Quality of Life Begins
It has been more than three months since my last work on this.
So the first part of resuming this was figuring out what my past self was up to.
Naturally, he was up to his same old shenanigans, so I was able to figure it out quite quickly.
But, my past self, true to form, makes really clunky interfaces that "work" but are a bear to use.
So I decided to help a player out. Somewhat.
First, I tackled the "where am I" screen, and put onto the readout the x and y coordinate.
Second, on the "move" menu, I no longer list the directions that you cannot go!
Third, on the "verb" menu, I now show how many times you can perform a particular verb at a particular location.
I've also noticed how goofily weird my whole crafting tree is, and the fact that there is zero in-game assistance for this. Dunno how I want to make this better.
Get TOWD
TOWD
A Terminal Based Starvation Simulator
Status | In development |
Author | The Grumpy GameDev |
Genre | Simulation |
More posts
- Better Navigation, and Help Topics18 hours ago
- Saving and Loading1 day ago
Comments
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Suggestion: add in environmental messages. For instance, if there is a pond in an adjacent tile you could print "A cool breeze tickles your hair", if there is a pine tile adjacent, you could print "A sharp pine scent tickles your nose"
Adds atmosphere while also giving the player hints about what is around them!
for the crafting tree, can you grey out text? Maybe list everything you can craft, but have the ingredients in parenthesis to the right and If the player doesn't have the required components, make the text grey and not selectable.
all of these things are possible, but the environmental messages i'm unlikely to pursue.
the crafting tree is a place where i might do another tab thing like on the deeds page, with "available" versus "all" or something. dunno yet.
Oh yeah! that would be a good way to do it!