ANDROID ASYLUM

Wishlist on Steam

Fighting through the list

We're almost there!

Here is (at a high level, see previous post for detail) what we've got left for this round:

  • Add retreat button to combat
  • Specific event records
  • Specific council opinion records
  • Event window "cause"

The biggest chunk is the Event window "cause" piece, which is what we're focusing on next.

This is a small section at the top of each event that will state exactly WHY this event is happening. To reiterate the core tenets of our event philosophy for this project:

  • Every situation you are confronted with needs to be a direct result of something you did.
  • Events happen because of game state, they do not invent game state.

Thus, we need some way to display arbitrary entry criteria for events. No big deal, right? ...

What we are using for event entry criteria right now is: * Requirements: list of keys to logic that must all equal TRUE * Filters: list of keys to logic that must all equal FALSE

"keys to logic"

What do I mean here? Each requirement or filter is a string that corresponds to specific true/false returning logic)

So for instance if the event has a requirement "both_title_holders" (referring to the subject and object of the event), at some point in the requirement tallying process there's a match statement that wakes up and says:

"both_title_holders":
	if(!subject.held_county_ids.is_empty() && !object.held_county_ids.is_empty()):
		passes_requirements_count += 1

In any case

We need to come up with some abstract structure for how these get displayed.

Basically I think we'll just have some default "event cause display" template, and then each key can get assigned to a specific template as I add them. Probably it'll turn out to be specific images and start up animations anyway so maybe we can get away with a single configurable scene.