Devlog #4


None of the below is currently live in the posted version. I plan to push these with the full demo version I hope to have finished within the coming month.

Addition: I have created a bug system where the bugs generated, hidden initially until testing progression reveals them one at a time, from the code had an adverse effect upon the coding and overall task progression.

This also has the side effect of limiting the maximum debugging (formerly named 'efficiency') and learning bar values.

Fixing these bugs will have a random chance of generating a Negative, Neutral or Positive result wherein it could boost or lower other bar values/caps, generate or remove familiarity or even create a new bug. More may come with this.

Addition: There is also a final run check when the task progression bar, or at least the coding bar, is filled out (still a bit of a WIP) that will tally up all the hidden bugs and any undiscovered breakpoints and determine an output of quality of completion. Having a few or even many bugs does not prevent completion but the philosophy will be that it will limit 'familiarity' (experience) yield as well as potential hindrances to familiarity building in the future. It may also have side effects on the player's psychological traits that are currently being reworked. Breakpoints or extreme volumes and severity of bugs can result in a run failure forcing the player to fix them or move on.

Addition: Labels have been created to better display the above effects when a bug is discovered through testing as well as when it is fixed to show the random effects as well as the reversed/mended effects.

Fix: The texts of the progress bars showing progress have been fixed to better match their new bar colors when switching from task to breakpoint. This was interesting to see how modulation didn't do what I initially thought it would with text font colors as it seemed to just blend over the existing color. It was rather peculiar but interesting.

Addition: Added a 'ghost' cursor to better show the player where they last selected a bar in order to keep track of where they have progression focused into. Also added the ability to click the 'Space' bar to begin and stop progress.

Fixed: Fixed the cursor starting off away from its starting point at the coding bar. Was a simple position vs global_position issue.

Addition: I have created a Save Game state for a single 'continuation' file. This will save the player's stats as well as the current progress of when they were last in the coding progression scene or the 'work computer'. This also will save any hidden bugs or breakpoints that have not been discovered as well as relevant threshold markers for these.

Addition/WIP: The 'Break' system, which is currently non-functional in the game, is currently underway in the form of a simplistic mini-game which gives the player something a bit more fun to do as well as plays a role in boosting the character's Work Load levels, lowering Stress/Strain and other boons though it may have other effects as well. The map for it as well as a basic scoring, life, health and damage system with basic enemy spawning has been mostly complete but is awaiting integrating into the main gameplay loop.

WIP: Reworking the psychological trait system with the intent to fully flesh out and finish this system for full integration with all available systems to finish the main gameplay systems of this game. From there it's a matter of fleshing out story and creating difficulty adjustments and a basic 'apartment map' with some complimentary features.

It has been a long way since I started this and started learning in general but I am optimistic that I will be able to see this through and hopefully provide a somewhat enjoyable experience though all I have learned from this was reward enough for me.

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