Steam Highwayman – Updating Inventory and Selling Possessions

shigh22-11Breakthrough!  I’ve rewritten my inventory system in Steam Highwayman to make something much, much more streamlined.  Discovering that I was able to display a passage named after the nth string in an array, I’ve moved onto creating a passage for each generic object and giving the reader the opportunity to read about it whenever they open their inventory.  The same passage, when displayed within a passage tagged “shop”, gives the option to sell that object.

I always wanted to have variation within the game’s prices, so objects fit into one of six or so categories, and shopkeepers and fences will offer you better prices on some of those categories – eg revolutionaries will give you more for weapons, engineers for tools, hungry people for food.

Now that I’m writing it down, it looks like a minor matter – but I assure you, it’s not!

I’ve also included a photo of a (glitchy) version of what I hope to display in your ‘legend’ section – a list of the deeds of the day and your past deeds.  Simply because I’m pleased that it now registers when you have been attacked by a deer.

Steam Highwayman – Wounds Process

I’m spending a lot of my writing time working on an interactive fiction project, Steam Highwayman, written using Harlowe 1.2.2 on Twine 2.

This morning I has mostly been building a process by which the protagonist can suffer, bandage and heal wounds. This should slot into my story so that the reactive text remembers if and where you were wounded, editing your options in seamless prose.

And a scar on the eye may unlock the option of an eyepatch. Oooh, Intimidation+1, eyepatch,