Time for an update.
Been working on the experience system. The terminology I’m using fro ma player perspective is that you collect experiences, then you set the proxys to ‘process’ them mentally. That takes some amount of time, then experiences become a part of the proxy’s identity.
Interface fun:
You can now browse the experiences you’ve completed, and unlocked. You can select one to process, or deselect it. You can select another experience, and it will deselect the current one and select the selected one. And all of this happens pretty modularly, so it will be easy to add new ones.
Experiences properly research over time in the background(processing), and complete properly. All the while modifiers get applied and unapplied as appropriate, and the bonuses from those modifiers are also applied and unapplied to the skills as appropriate.
In fact the other thing lacking from the experience system is content, tutorial content, and accompanying events to acquire the experiences in the first place.
Here are some screenshots:
Experiences are listed and assigned a number button(proceduraly) to save space for more buttons. List is very short now because I’m still adding content, obviously. Clicking the button brings you to a place where you can manage what you want.
I wont share every iteration for every little change for every state. But here is an example for when you’ve selected an experience, have processed it for a bit:
And here is it when completed.
This format is again, basically ripped out of Disco Elysium. When you unlock a thought in that game, your presented with some thematic text. A description of the problem or idea in your head. Then when you finish the thought, it gives you more details: How the main character’s mind process or resolved the thought.
Brain tourism:
Brain Tourism is the name of what is basically going to be the tutorial experience. Babies first experience. Its about how the proxy is going to be other of the few people to experience the same sensory information as them, and the existential thoughts about that.
it does not give any lingering modifiers like other experiences will, but it does give you a bunch of skill points to alter your proxy a bit at the start. or to reset failed skill checks.
On writing:
The skills and experiences are all written as if they’re talking to the proxy. They refer to you. This is to simplify the writing but also to create the effect that you’re an observer, picking up on these impulses in their brain. Ultimately it is their brain, so why would they address you, the player without good reason? This is also to cut down on required variation based on different proxy personalities. That was a huge thing that killed my ability to finish my previous project. Each skill having their own voice, coupled with them only ever addressing the proxy(or their other skills) as internal thoughts seriously cuts down the amount of iterative writing i have to do (and the coding that comes with it).
What’s next:
So now, apart from fixing bugs that rise up, my goal is to start working on content. First up is writing the interactions with the tutorial character, so the player can get acquainted with the systems and unlock their first experiences and skill points.
Then there is iterating on all the systems. More skill checks. More experiences. Characters to talk to. Also detailed help menus.
Things are shaping up. The experience system took a lot of wiring to get working, but i think it should be very robust. Thanks so much to @jimbobvii for helping me work through some seriously annoying issues in the last couple weeks.