[Ohrrpgce] Achievements

Paul Harrington paulclementharrington at gmail.com
Sun Oct 21 07:11:02 PDT 2018


All sounds great, thanks! I'm fine with adding in achievements as an update
to the game later on rather than at launch, so I have time to set up and
test some really goofy ones.

On Sat, Oct 20, 2018 at 11:20 PM Matt Edson <colesloth at gmail.com> wrote:

> This is awesome. Thanks for the update!
>
> On Sat, Oct 20, 2018, 11:17 PM Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>
>> On 21/10/2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
>> > The last few days I've been really busy with other stuff, but I'm
>> > working on fixing joysticks now.
>> >
>> > I'm also thinking ahead to achievements. I figure even if they were
>> > only partially done by the time KBB is released, it might be good to
>> > at least be able to track them so that players can earn achievements
>> > even if they're not aware of them.
>> >
>> > Step one is to let you define achievements and earn them.
>> > I figure there should be three ways to do so:
>> > -as a textbox conditional (triggered after the textbox advances, so it
>> > isn't shown over the textbox)
>> > -via script commands
>> > -by setting tags. The achievement would stay unlocked if the tags are
>> > later changed back. (Note that this means that the achievement could
>> > be unlocked during a battle or while you're inside some menu where
>> > scripts can't normally run
>> >
>> > Step two is integration with steam.
>> > Additionally, progress on achievements can be downloaded from steam,
>> > so that it's shared between multiple computers. But that can be
>> > implemented later.
>> >
>> > Step three is an alternative way to show achievements in-game if the
>> > game isn't being run via steam. That should be pretty straightforward.
>> > But there should also be a new menu to show a list of achievements
>> > you've unlocked, which is more work.
>> >
>> > I guess there are two types of achievements: those unlocked directly,
>> > and those which have a progress bar.
>> I forgot to write: progressive achievements would have a quantity
>> required to unlock, and textbox conditionals would add 1 to their
>> counter. They could also have a list of (any number of) tags, each of
>> which adds 1 when turned on. (So tags which have already been flipped
>> will need to be tracked so that they aren't counted again). Also they
>> should have an option to say whether they remain hidden until they are
>> unlocked.
>>
>> > Also, steam lets you fetch info about achievements such as their
>> > description and image, but I think we'll probably ignore that and
>> > require duplicating that info inside Custom. (If steam is handling the
>> > display of achievement popups, it won't be needed anyway)
>> >
>>
>
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