I'm now back to Shelter engine. I was adding quests to the main document, but the code got cold, and I stopped comprehending it. That was a mistake. I'm now working on "dropping items on the ground" and proper implementation of doors.
Ground items are quite a pain in the ass, because I have to determine when you're supposed to be able to click on them, i.e. when the objects in front of it are transparent so you can see it... among other things.
Then I'll be putting in the first area (Hillside Penitentiary) and quests directly into the game. Also, the quest document will be merged with Zorlag-quest-editor, because plain-language quest descriptions inevitably differ from their implementation, and I don't have the time to keep them in sync.
It was initially planned to not have intelligence-influenced dialogue, and now I'm back to that idea. Nobody REALLY wants to play dumb ass characters, but people still want to have unique dialogue options each time they play.
This is why instead of INT checks, a lot of dialogue will be dictated by Player's in-game accomplishments (and failures).
I'll see both of you next week.
