The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Project Nevada - Mutations Proof of Concept

General mod discussion and requests.
JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Alright the Adaptations

Post by JaxFirehart » Sun Jan 04, 2015 8:39 am

Alright the Adaptations window is 100% done, add that to Mutations already being 100% done and all that's left is Evolution window, which is very similar to Adaptation allowing me to reuse much of the code.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

\o/

Post by RoyBatty » Sun Jan 04, 2015 9:13 am

\o/


Image

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

JaxFirehart wrote:

Post by Risewild » Sun Jan 04, 2015 10:54 am

[quote=JaxFirehart]


 


Alright the Adaptations window is 100% done, add that to Mutations already being 100% done and all that's left is Evolution window, which is very similar to Adaptation allowing me to reuse much of the code.


[/quote]


That is awesome yes congratz!


Signature:

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

With lots of help from the

Post by JaxFirehart » Fri Jan 09, 2015 11:35 pm

With lots of help from the team (and special mention to Puppetron and Roy) I finally mapped out a tentative diagram of the 3 mutation trees.


See the links below:


Rad

Psyker

Metahuman


If you click on a box, it will highlight the comment which describes it, these are not final in game descriptions yet, just developer comments.


It does not include any adaptations yet.



User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Cool, I was about to ask if

Post by KeltecRFB » Tue Jan 13, 2015 2:11 am

Cool, I was about to ask if this had died.  I like the Psyker tree, reminds me of DnD/Pathfinder Kineticist or Psychokinesis Discipline.  And Metahuman is Egoist or Psychometabolism.


"Si vis pacem, para bellum!"

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Got the evolution tab

Post by JaxFirehart » Tue Jan 13, 2015 5:29 am

Got the evolution tab basically laid out today. You can successfully purchase new mutations, activate/deactivate learned mutations, and adapt any mutations that have adaptations and are active. The reset button works perfectly, resetting everything in all 3 tabs back to how it was before you started the menu. The apply button saves all changes and closes the window. The back button ignores all changes and closes the window. Some minor keyboard support that I intend to improve upon in the future (and include controller compatibility). My next step is to get the Rad tree fully implemented, where the mutations actually DO something (currently its just placeholders). After that I need to actually set up the passive accumulation of Mutagens and decide on how I want to distribute Evogens (thanks to RoyBatty for helping me come up with an alternate name for "FEV" that doesn't cause lore questions). Once that is done I will do a play through for a dozen hours and see what kind of bugs/balance issues I can iron out.


Once I can't find any issues I will release it to the TTW team to test. Give it a bit and if all checks out I will release it here with JUST the Rad tree implemented. Then I will begin implementing the other 2 trees while fixing any bugs that get reported in the Rad tree. Another cycle through private beta/public beta and then a preliminary release. After that it is extra passes through the code to make sure it is clean, readable, well commented etc. and then a v1.0 release.



User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Sounds good, can't wait to

Post by KeltecRFB » Tue Jan 13, 2015 5:50 am

Sounds good, can't wait to see it.


"Si vis pacem, para bellum!"

User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

He had an update this year so

Post by KeltecRFB » Tue Mar 17, 2015 4:17 am

He had an update this year so I am quite sure it is not abandoned, progress is just slow.


"Si vis pacem, para bellum!"

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Got sucked in to other

Post by JaxFirehart » Tue Mar 17, 2015 8:55 pm

Got sucked in to other projects/games/work/school so its on temporary hold until I get the time/desire to work on it again


It's quite close



Post Reply