Showing posts with label auto-resolve or insta-loss???. Show all posts
Showing posts with label auto-resolve or insta-loss???. Show all posts

Monday, April 04, 2016

Back on track

This week was less "messy", so I got some time to work on the game again. I am still working on the random missions, I reworked some text and items to fit the new quests (for the longest time, we had a "teaser" for a feature that never got introduced, involving planet exploration, which is going to be replaced with the "spaceship salvaging/exploring" stuff), and I have created the system to randomly pick the quest types (currently 3 for each batch, out of 5 types) and the flavour text for when you learn more about them (I figure 3-4 variations each should be enough). I am still unsure on how I want to handle the distribution of quests. I figure I'll need a hardcap, as well as cooldown to avoid making the quests "farmable" for gold, but while it's trivial to implement, it might take a while to decide what's a good limit. I am also considering having more types of quests, but depending on how good the random generation of maps+items+hazards, it might be okay to have just 5 types of missions.