Add a BAR to SpaceStation
Posted: Thu Jan 23, 2020 6:22 pm
I've previously alluded to me thinking about adding a Bar, so I thought I'd flesh out the idea here.
I want to move some of the mission modules from the BBS to a new tab, called a "BAR". I've already started writing code to add the bar, bartender and characters to the SpaceStation:
https://user-images.githubusercontent.c ... b8ef9b.png
The idea with a Bar is to allow more varied game play. Illegal stuff would be done here (fixes #1012), by chatting to seedy characters, if you have the reputation for it. So instead of adverts on a BBS, there are names in a list (representing current people in the bar), plus a Bartender.
Engaging the bartender in conversation would basically default to the Advice module. But a module should be able to change the behavior of a bartender. Maybe alerting the player to some opportunity that the mission module will trigger.
Some of the guests in the bar are random NPCs (just dead weight/"noise"), but some would be permanent "fixers" offering Assassination jobs, or black market (Goodstrader), (plus it's fake/police-trap).
Thus we would need some mechanism for modules to add characters to the Bar-list, similar to how modules can add adverts to the BBS. Also how to add custom behavior for the Bartender.
I have added several icons to our icon set (Beer-glass, Wine-glass, Cocktail glass), which set me thinking, different stations could have different icons for the Bar-tab, and different titles of the "Bartender", e.g.
I want to move some of the mission modules from the BBS to a new tab, called a "BAR". I've already started writing code to add the bar, bartender and characters to the SpaceStation:
https://user-images.githubusercontent.c ... b8ef9b.png
The idea with a Bar is to allow more varied game play. Illegal stuff would be done here (fixes #1012), by chatting to seedy characters, if you have the reputation for it. So instead of adverts on a BBS, there are names in a list (representing current people in the bar), plus a Bartender.
Engaging the bartender in conversation would basically default to the Advice module. But a module should be able to change the behavior of a bartender. Maybe alerting the player to some opportunity that the mission module will trigger.
Some of the guests in the bar are random NPCs (just dead weight/"noise"), but some would be permanent "fixers" offering Assassination jobs, or black market (Goodstrader), (plus it's fake/police-trap).
Thus we would need some mechanism for modules to add characters to the Bar-list, similar to how modules can add adverts to the BBS. Also how to add custom behavior for the Bartender.
- Q: "But why? Isn't this the same as a BBS?"
- A: Initially, it would be similar, but it's a first step to something bigger. For instance, the find missing people PR (#4746) could add the "missing person" to a bar in some station.
- Q: "Wait?, Is the player a ship or is the player actually inside the station when landed?"
- A: If it helps, one could imagine communicating with digital avatars of the people in the bar, or whatever. I'd like to think the player has actually entered the space station. At least, that's definitely the direction I want to move in, outlined in my old "walk on base"-post
I have added several icons to our icon set (Beer-glass, Wine-glass, Cocktail glass), which set me thinking, different stations could have different icons for the Bar-tab, and different titles of the "Bartender", e.g.
Code: Select all
BAR-ICON | NAME | TITLE
----------+---------------|----------------
beer, | pub, | bartender
beer, | bar, | bartender
beer, | tavern, | barkeep/barmaid
beer, | lodge, | barkeep
beer, | inn, | barkeep
beer, | watering hole,| bartender
wine, | restaurant, | waiter/waitress
wine, | saloon, | waiter/waitress
cocktail, | lounge, | concierge
cocktail, | club, |
coffee, | cafeteria, |
coffee, | canteen, |
coffee, | diner, | cook/waitress
coffee, | joint, | cook/waitress