Superawesomemans wrote:So, since its seven days and act one is 3 and a half, that means it'll be 2 acts right?
Each day has three time periods that holds a scene. For example, the current public build for Day 1 has:
Morning (intro)
Day (Office)
Night (Bar)
When full day 1 releases it will be
Morning (intro)
Day (Office)
Night (Bar or Strip Club)
So as the game progresses, there may be multiple scenes for each time slot but they will be mutually exclusive. For example, during the night of day 1, you can't go to both the Bar and the Strip Club. Instead you would have to choose one or the other, and that choice will affect the rest of the game.
Act 1 ends after Morning, day 3. Day and Night of day 3 are part of Act 2. Act 3 begins the night of Day 5 and goes through the end of the game. The acts are not arbitrary lines. There are significant story events at each point.
tlaero wrote:If anyone can get me reliable steps that result in save/restore not working, I'll investigate. I've never had a problem with it and haven't seen reports of save troubles with my games, but if there's a bug, I want to fix it.
I've seen some goofyness, but haven't found anything reliable to reproduce. I'm pretty sure from what I do see that it's probably client side. I'll let you know if I find anything consistently reproducable.
tlaero wrote:1) Set your monitor to 1024x768 and try to play. You'll find that it doesn't fit vertically.
I'd like it all to be on a page where there isn't a need to switch to a save load game. I'm probably privileged, in that I didn't think there were any 1024x768 monitors out there. I don't want to count those folks out though. Maybe align the save games horizontally in a table somehow?
tlaero wrote:4) Regarding the code, you have a lot of "if (calc > 9), else if (calc > 13)" sorts of things in your code. I think you're going to find that unwieldy. I suggest instead using constants with readable names.
Near the top of _game.js you can do things like this:
var diffEasy = 0;
var diffMedium = 1;
var diffHard = 2;
var barNeededEasy = 4;
var barNeededMedium = 9;
var barNeededHard = 13;
I like the first part of this, but personally, I find the second part unwieldy. Generating three global variables for every function generates more permanent variables than I like, and then I have to look in two different places if I am troubleshooting a function, in the global variable declarations, and in the function itself. For my work process, it is easier just to keep everything in the function. Also, I generally don't like creating a variable for something that will only be used once. That's why I like the var diffEasy = 0 part. That would be used in just about every function, and if it ever changed for some reason, I'd only need to change it in one place to affect multiple functions. the barNeededEasy would only be used in one function, in one place, so it seems inefficient to require two entries (one in global variable declarations, and call it in one function) to accomplish one task. I'm sure there are other scenarios where it would come in handy though, and I'll keep it in mind.
Toward the end, I did start making the variables declared in the funcitons easier to follow later in development. For example rather than using var calc=fPoints, I would use var faith = fPoints, and similar.
tlaero wrote:If you had:
var arousedMultiplier = 2;
var threatMultiplier = 3;
I could go either way on this part since the multipliers are in 5 places, once for each love interest. One one hand, it makes it easier to read, and gives one place to change the multiplier globally. On the other hand, I'm not sure that all the girls will end up reacting the same way. At some point I may want to make Emily more sensitive to threat, and increase her multiplier to 5. So now we look at the multipliers independently for each love interest and we are back to declaring a variable for a single use. Still, the concept is sound and I appreciate the input and advice.
Wolfschadowe