Brookke / SEPR-Assessment2

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Structure clues #99

Closed Brookke closed 7 years ago

joeShuff commented 7 years ago

All looks good to me. When you've done this, I can work on defining the clues and placing them in their rooms.

Brookke commented 7 years ago

@jasonmash @joeShuff because NPC's have a list of clues now, can I remove all the properties of the NPC?

jasonmash commented 7 years ago

We'll still need to store a list of clues in a Java array or something, but yeah I think the properties like hasLipstick can go and be replaced by an array of strings/clues

Brookke commented 7 years ago

@jasonmash yep so I have added this https://github.com/Brookke/Lorem-Ipsum/pull/99/files#diff-09780bf956a1b7bb7130208a0000742cR70 let me know if that works

Brookke commented 7 years ago

Also do we want a property for the clue that indicates whether I can be used to question the NPC, for example:

Brookke commented 7 years ago

After my above question is answered I am happy to get it merged

joeShuff commented 7 years ago

I'm not sure I get the question to be honest...

Brookke commented 7 years ago

@joeShuff so for a object that you can ask NPC's about eg

joeShuff commented 7 years ago

I get what you mean We can add that. But would it not be easier to try and keep everything to questionable? If you can do it then go for it

Brookke commented 7 years ago

@joeShuff it would however having 10 questionable clues is hard

jasonmash commented 7 years ago

My opinion is it would be better to have all clues be questionable, I can't imagine any problems producing clues that can be questioned against. We could use any old object like a pen, or phone or something and an NPC can give a generic response like "My old phone used to look like that" that doesn't progress the game. I may be missing something, but could that approach work?

Brookke commented 7 years ago

That could work, but is it logical to show a NPC a note that indicates something about the killer. Also would require more responses is all

Brookke commented 7 years ago

I will take it out for now and it can be considered later

jasonmash commented 7 years ago

Okay, but isn't a note just another clue, that would require an NPC response? I don't see anything special about it. Like we could have loads of note clues, each with a different name like "LeftHandedNote", "SeenArguingWithSuspectNote" etc.

Brookke commented 7 years ago

A note could be the killer must be left handed because... then to find out from the NPC if they are left handed you have to get them to sign something using pen and paper

jasonmash commented 7 years ago

Or perhaps there could be ink smudges on the left hand side of the note, and a detective that is shown the note mentions that it means the killer could be left handed, and we meet a NPC complaining about ink smudges on his left hand perhaps.

jasonmash commented 7 years ago

Also, how do we differentiate between the killer's speeches and a normal NPC's speeches?

Brookke commented 7 years ago

Thats too specific and would give away the killer instantly, I was thinking notes would be observations about the crime scene

We could do it so you find photos of the crime scene that you show NPC's and they indicate information like ah judging by that blood splatter i would say the killer is left handed.

Brookke commented 7 years ago

What do you mean differentiate between the killers speeches?

jasonmash commented 7 years ago

Like surely the killer should have a different response when presented with clues compared to a normal NPC? Actually, now I think about it, the guess who approach may mean it doesn't matter as the NPCs will respond the same to a clue whether they're a killer or not

Brookke commented 7 years ago

Yeah so because its like guess who they will all respond the same way

jasonmash commented 7 years ago

Okay great, is this branch ready to merge then?

Brookke commented 7 years ago

Yep :)