Notes

You’re a con artist who finds a town and you trick people into giving you everything. Like a twisted stardew valley.

  • Subgraphs
    • AttributeBonuses with output for each “Type” and each Attribute
      • All outputs include luck
      • LuckBonus added
        • Random(0,LUCK)*.01
      • TimeBonus added
        • ((AGILITY+ENDURANCE)*.01)+LuckBonus
      • DifficultyBonus added
        • CHARM*.01+LuckBonus
      • ItemTakeBonus added
        • Floor((STRENGTH+CONFIDENCE*StepBonus)+LuckBonus)
      • ItemCountBonus added
        • Floor((PERCEPTION+WISDOM+INTELLIGENCE*StepModifier)+LuckBonus)
  • To Do
    • Shader thing for interactable
      • Highlights the object around the edge by a pixel or two
    • Inventory
      • Item Pickup Notification
      • Inventory
    • Crafting
      • Crafting
    • Pickpocketing
      • Fix stolen item returning to NPC and not player pocket
        • Appears to be due to an issue with the placeholder not moving or re-parenting correctly.
      1. Change how/where items spawn when pickpocketing
        • Modified spawning script to choose a random location in LootInventory and enable “Ignore layout” on the items
      2. Increase the number of available items when pickpocketing
        • One Item by default (Adjustable – Graph Variable)
        • Increases based on AttributeBonus
      3. Incorporate the AttributeBonus into pickpocketing for ItemCount and ItemTake
      4. Change loot table to account for “fake” items
        • Maybe there shouldn’t be fake items, just not allowed to see what you’re taking until it’s taken, affected by a perception bonus of some sort, allowing high perception to get an idea of what the cards are (?). Maybe it takes time to do? Maybe it has a cooldown or limited uses or both? Maybe it is skill related too?
    • Create Skill Bonuses
      • Incorporate this as needed (Expand this once bonuses are created)
      • Pickpocket
  • Mechanics
    • Difficulty
      • Add to reduce difficulty
      • Subtract to increase difficulty
    • Application Variables
      • BaseModifier = .01
      • StepModifier = .1
      • ItemManager
        • Singleton on ItemManager in ItemManager graph
      • Player
        • Set On Start on Player in Player graph
  • Player
    • Attributes
      • Charm
        • “Reduces difficulty” of all tasks
        • Charm * BaseModifier added to all difficulty calculations
      • Strength
        • Increases the number of items player can take while pickpocketing
        • Strength * StepModifier added to loop counts
      • Agility
        • Increases the amount of time on any timers
        • Agility * BaseModifier added to all time calculations
      • Intelligence
        • Increases possible items
        • Intelligence * StepModifier (floored) added to loop counts
      • Wisdom
        • Increases possible items
        • Wisdom * StepModifier (floored) added to loop counts
      • Confidence
        • Increase the number of items player can take when pickpocketing
        • Confidence * StepModifier (floored) added to loop counts
      • Perception
        • Chance to increase the number of items you can choose from
        • Perception * StepModifier (floored) added to loop counts
      • Endurance
        • Increases the amount of time on any timers
        • Endurance * BaseModifier added to all time calculations
      • Luck
        • Randomly improves everything in the player’s favor
        • Random Range 0-<LUCK> (Inclusive) * BaseModifier added (or subtracted) for all rolls
    • Skills
      • Pickpocket
        • Reduces Difficulty of pickpocketing
        • Pickpocket * StepModifier added to Difficulty
      • Stealth
      • Trickery
      • Deception
      • Swagger
  • Minigames
    • Emotional Manipulation
      Emotional Manipulation Minigame Mockup
      • Use the UI elements, speech bubbles/thoughts. Have the player be able to move the top and bottom in different directions.
      • Each set (top/bottom) represents an emotion.
      • They have a starting emotion and you have to switch pieces until you get another emotion match.
      • Emotions flow logically in some way, top and bottom have different flows.
  • Items
    • Blackmail Material
      • One of the required components for Blackmail grift
      • Can be found in “trash” items
    • Bank Details
      • One of the required components for Wire Fraud grift
      • Can be found in “trash” items
  • Minions
    • They act as an automated way of acquiring items.
    • Assigned individually to tasks such as pickpocketing