Seduction Quest - Ver 0.125
The event color system is fully integrated into the code now... parts of it were a major hassle. I wasn't able to use LOVE2D's word wrap function to print the words, so I had to make my own. There were a lot of bugs along the way... so for this update, that's the only thing added. I wanted to play with NPC's a bit, but that will have to wait until next update. Also I tweaked the parameters of the world gen, so you can't pick a big map. (it's now between 500-2000) Anything bigger than that might crash your computer. I was talking with some of the folks on IRC about it, and they suggested I store the map in a file to avoid memory problems so I will get around to that maybe Ver 0.14 or later. Not a big issue right now.
Oh and text colors! I am planning to make certain colors indicate things,
i.e.
Yellow -> Damage/Attack related
Green -> H-related
Purple -> Status effects
Red -> Important things
Right now the injury system is white, yellow, orange, red.
I'm going to play around with it tomorrow to finalize which colors are for what. I will finish this post tommorrow, it's 4 a.m. and I need sleep!
That bug that was mentioned before, crash upon viewing a dead body, is still there. Didn't get a chance to mess with it. Next update priority will be to fix it.
(edit - added this stuff below)
Here are the colors I currently have loaded into the game... (20 in all)
I picked them really based upon the RGB values without looking too closely. There are quite a few of them that look similar...
White and Black,
2 Blues, 2 Browns, 2 Yellows, 2 Greys, 2 Greens, 2 Pinks
3 Teal/Aqua/Cyan looking one's (light blue?)
1 Purple, 1 Red, 1 Orange
Looking at getting rid of cyan, magenta, & brown (that looks too close to maroon). Replacing those with, pink, light brown, and light green. :)
The event color system is fully integrated into the code now... parts of it were a major hassle. I wasn't able to use LOVE2D's word wrap function to print the words, so I had to make my own. There were a lot of bugs along the way... so for this update, that's the only thing added. I wanted to play with NPC's a bit, but that will have to wait until next update. Also I tweaked the parameters of the world gen, so you can't pick a big map. (it's now between 500-2000) Anything bigger than that might crash your computer. I was talking with some of the folks on IRC about it, and they suggested I store the map in a file to avoid memory problems so I will get around to that maybe Ver 0.14 or later. Not a big issue right now.
Oh and text colors! I am planning to make certain colors indicate things,
i.e.
Yellow -> Damage/Attack related
Green -> H-related
Purple -> Status effects
Red -> Important things
Right now the injury system is white, yellow, orange, red.
I'm going to play around with it tomorrow to finalize which colors are for what. I will finish this post tommorrow, it's 4 a.m. and I need sleep!
That bug that was mentioned before, crash upon viewing a dead body, is still there. Didn't get a chance to mess with it. Next update priority will be to fix it.
(edit - added this stuff below)
Here are the colors I currently have loaded into the game... (20 in all)
I picked them really based upon the RGB values without looking too closely. There are quite a few of them that look similar...
White and Black,
2 Blues, 2 Browns, 2 Yellows, 2 Greys, 2 Greens, 2 Pinks
3 Teal/Aqua/Cyan looking one's (light blue?)
1 Purple, 1 Red, 1 Orange




