Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SR Unlimited
Yusukitty  [developer] 26 Apr, 2021 @ 2:44pm
Future Story Roadmap
I'm doing this both to communicate better and keep myself on task (I am a bad procrastinator). I am also having eye trouble so I can likely on work a bit each day. I'm posting this with my current plan and will change at need. Also feel free to post suggestions and comments.

Next to last mission
Final mission
Endings
Butters full fixer
1 or more new vendors (depends on various factors, inclufing if I need to add new items and how hard it is)
Missions to open new vendors (maybe if I have good ideas)
Playtest (I need to do this myself to see whats going wrong, and my least favorite part as it is better known as "what did I screw up now)

Also what do people think of the difficulty so far? My philosophy when designing this has been multiple solutions and usually a non-violent option.
< >
Showing 1-3 of 3 comments
DaveOfDeath 26 Apr, 2021 @ 4:25pm 
From one DEV to another... Rope in help for playtesting. You'll be blind to the weaknesses.

You'll know how it's *supposed* to work... So it means you'll subconsciously follow those paths and be far less likely to break it by clicking in the wrong sequence, or triggering bits out of sequence.

Just my $0.02

The only way I managed to get through any scene I built was to add one single element to it that made me happy. Didn't matter if it was a particular combo of triggers... A randomized lightning storm... A script that made me feel clever... A building that disintegrates... Whatever.

Just something you can look at and say that's my happy place on this scene.
DaveOfDeath 26 Apr, 2021 @ 4:26pm 
FWIW, add a speed pass option to playtesters. Something that'll let them jump through to the specific tests needed. It's a PITA when then need to start from.stlcrstch to play through to your scene 4 hours in to see if that one trigger fires.

Add a cheat room / jump point that can fast forward them there.
Yusukitty  [developer] 26 Apr, 2021 @ 6:43pm 
Playtest is likely not the right word. Alpha/bug test is likely better. I'm mostly just making sure it works. Like I put in a trigger to summon some Gargoyles. For some reason they wouldn't attack, just come towards you. Never figured out why that was, just put in new gargoyles and they did. Or I set up a trigger to fire when you changed scenes and start a convo under certain conditions, only it wasn't happening. Found out the hard way it was firing, but the new scene wouldn't wait to load and then the game forgot about it. I had to make a trigger to check for those conditions then do the conversattion instead of loading the scene.Just making sure it functions at a basic level. I should rope in people to do actual playtesting.
< >
Showing 1-3 of 3 comments
Per page: 1530 50