Okay now that all the pieces are in place, progress will go like this:
Scanning functionality, which wildcards upgrade. -- Checklisted
Given the simplicity of the game, go ahead and make saving an automatic ajax thing as you make various changes. And pull it from the pouch area. -- Checklisted
Next Phase
Make the space procedurally more interesting. Not too interesting, mind, don't want to be working on this project forever. But definitely more interesting to navigate, transport around, etc, Maybe do the naming in this step. Make sure this works with saving. Wildcards tie into transport network access.
Lore/Story and their integration thereof. Should be the last step herein. Completing quotes gives you the location of lore locations (but not how to get there, that requires navigation). Make sure this works with saving.
Hub integration -- achievements, exportable books, etc.
I guess cleanup, making it more mobile-friendly, maybe modeling it after the hub game's CSS, etc. On the fence with some amount of AI images -- don't want to overcomplicate this project, which will already be pretty big at this point, but some of these might go a long way towards adding to the overall immersion and polish.
Having some kind of Journaling system is gonna be pretty important for this game, might want to go ahead and build that out.
I could actually legit release this game, though ideally I'd want to wait until the hub game is also done (and have some kind of pouch link back to it). Honestly should wait for full pouch capabilities and at least *some* hub content too. Anytime I release a game I'm also releasing gtx0 as a whole, so I want that featureset to be top notch. Also social media registration for pouch would be *incredibly* important to make the barrier to entry low.
Have a coq_player database table that contains your full loc, letters and wildcards and also scanning functionality.
Any time you move and stop moving (like how it works in the hub game), update this table.
Same deal with the inventory, except it's automatic.
Same deal with scanning functionality.
On pageload, pull the data in.
Pull the saving link out of Pouch.
This set of checklists will get the engine itself up to a full version 1. I can then work on making the procedural space more interesting and integrating lore/story as well as general cleanup to push this project out the door.
The book itself seeds the weights of different word lengths and the likelihood of starting with a C or V and also weighs consonants/vowels differently.
More scanning functions: scan everything nearby to see the languages therein, scan all books in a room to see the book props. And I guess also stuff on other layers if it's actually relevant. I am thinking maybe the amounts of vowels/consonants and c2/v2 chosen are based on some other layer.
There should be letter transformers scattered around the city, however they should be random input/output and also kinda absurdly expensive (5 --> 1). Some letters like h are unusually hard to get. This can tie back into scanning.
Daily (weekly? Depends on how hard this is) word targets of 3 or 4 letters that grant a bunch of extra wildcards. You have to find that specific word, which realistically is going to require scanning tech.
Letters that you have 0 of should be indicated differently than those with amts in your inventory, which should be more highlighted.
"Twisted Tongues" is a good name for the project. Except the overlap with other media makes this kinda annoying. Basically any modded phrase with "tongue" will work however. Could also pick something out of the Lore to use as a title.
The words database is missing some words, with "pet", "them", "our" and "yep" being the most egregious so far. Actually pronouns seem to be missing in general -- also can't find "her" or "its", which means "it" also doesn't work. May want to re-curate it.
There should be an api resource (available in pouch) that lets you see 3-4 letter words that contain a specific letter(s), constrained by page.
You should be able to fully reset your progress. This is probably a good idea as you start to run out of easy words if you (or the community at large) still know where everything is.
You should be able to bring the acan cost down by 1 until it hits 0, this Costa 10, 20. 30, 40 then finally 50 wildcards.
you should have a different function to scan a custom building or floor, and this only returns true if it finds at least 1 match but doesn't say where, then you have to actually go there to figure it out. Also has a cost but doesn't trigger if no match, and then also is upgradeable in the same way but shares the cost decrease.
Letters change to wildcards on a 2:1 basis, and something will let you turn 5 wildcards into a letter of your choice -- this ends up being 2x as worse as letter transformers, but it's more consistent.