...found another exploit that I don't feel like fixing -- if we keep the party leader out of enemy triggers, we can loot a room clean with another partymember : ) but since they can wander around on their own accord, we can't have them triggering enemy encounters by themselves!

#indiedev

...it's similar to the truce exploit -- some storybits will set a local truce to have the story happen without enemy intervention. If you simply don't let the storytbit finish, you can go grab items without enemy intervention, and exit the room ^^

#indiedev

...I'd like to think fights in my game are so superficial and inconsequential that I can leave stuff like this in, really. It's nagging me tho, but I cannot see a graceful way to prevent this (without mucking up the happyGoLucky feel of it all)

#indiedev

...I could disable exits and interactors if a temp truce is set, but that doesn't sit well -- the idea of the whole dollhouse mechanic is you can mess about with everything in the scene _whenever_ -- the scene will manage to continue regardless what the actors are doing
#indiedev
...so items stay active, exits are exitable, no matter what is happening. Heck you can even trigger multiple storybits at the same time and have them happen in parallel! : D won't feel right to disable pickups just because there's enemies around
#indiedev
....hmmmm maybe I could try make enemies trigger only to player-instigated motion commands? Like, if the partymembers wander around randomly, it'd be unfair to have that trigger enemies. But if the player sends them to an item cache...
#indiedev
Gonna be hard to make the distinction tho, without edge cases...
#indiedev
(like, you don't want the player pickingup a puppet for inspection, then putting them donw in a _slightly_ different place to trigger enemies)
#indiedev
...also, haha! If there's not a battle going on in my game, you can actually play with the _enemy_ puppets, and move them about ^^ the more I think about it, the more I think it alll should have nice chaotic consequences ^^
#indiedev
...dangit I should make it possible for the player to drop enemies on _partymembers_, and have them open battle with initiative! : D
#indedev

It vorks! Moehahaha! You can now pickup creatures, move them about, and have them engage battle instead of your partymembers : )

#indiedev #vr #diorama #rpg

...and because it needed fixing now anyway, I also made sure that sending partymembers around now _does_ attract enemies, so that's one exploit fixed ^^

#indiedev

...plus all partymembers can now activate room-exit portals, so they're full-on player characters now. Just ones that tend to wander around if you don't give them something to do : )

#indiedev

it does make my if statements look completely ridiculous tho hahaha

#indiedev