As I continued writing the events for the different territories, it became more and more obvious that the events, presented individually, were unreliable. Furthermore, many of those events ended up being similar to the ones to be found when visiting territories. So instead I'm going to expand the visits of territories and merge outcast mode with them.
The player will still be missed by loved ones and will still have to suffer the inconveniences of not lacking a shelter/refuge, but these inconveniences won't kill him or her anymore. I got rid of the mental resistance altogether, as it too was redundant with the Weariness value. The player's weariness, when outcast, will therefore not automatically decrease each week. There will instead be events that will either lower or increase it in each of the different territories.
In this way, it will be homeless outcasts that will have to bear with
the unpopular forced afflictions that sometimes assailed
players in certain territories. I kind of liked the sense of tension it created in some places, but I can see that it was unfair, so this will
be a much better way to channel those feelings.
Supporting renascents seemed also unnecessary in this context considering that they are already free to do stuff on their own. There was however some potential in there that I might apply somewhere else in the future.
The player will still become outcast and confined to a single territory whenever the shelter/refuge is lost. After becoming homeless, the player might be subjected to a variety of events (such as persecution, foul weather, and the like) that will more often than not bear negative results and increase Weariness. The rest of the week, the player will be free to roam said territory. If the player or any allied unit gathers enough money, the player will be able to buy a new home and resume the normal game. Wandering to new places will also be available under certain conditions, so the confinement won't be total.
To make all this more interesting and fun, not only for outcasts but for all players, there will be a greater variety of events when visiting each territory. There will also be a focus on making each territory self-sustaining, allowing players to fulfill most of their basic needs in any of them.
Some of these new events will also accommodate new features that will be explained in a future post. They roughly fall into the "living a quiet life" development goal.
By merging the cumbersome outcast mode with the regular visits, my effort will go to make the game more varied instead of creating redundant systems. In this way, the next release will also be finished sooner.
Outcast mode is being one tough nut to crack. I wish it would just settle down already and allow me to move on.
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