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Showing posts from June, 2016

Materials.

I'm currently working on the inventory and items system.
I've got a good idea of how it's going to work, and I've made a few test demos in blender so I know how it should fit together, but one area I had some trouble with is how to make the items more interesting.

I don't want to have just sword +1, necklace of AC +5 etc... I want items to feel like they are unique. So I'll be designing a few base item types and then having them generate some qualities.



The first quality is status. An old broadsword, or a rusty helm. Or spoiled meat. These will be limited by item type, so you don't end up with rusty meat or rancid chain-mail. They add a modifier to elements of the item's stats, either a positive or a negative modifier.

The second quality is wear and tear. This is more dynamic since it can change, as you take or deal damage. This might not be seen in the item's name, but rather in a status bar or something. However, it could cause the item to lose so…

NPC commands, map reveal and Inventory ideas

This week I did a whole bunch of work on commands, so the AI players can be better guided by the player. I've also added speech above the NPCs so they can respond to your commands and you can get additional info about what you're asking them to do.
For example if you ask them to walk, it says "Look out for secret doors and traps!" Which is what walking is for.


Some other improvements:
If you push against an NPC (because of being stuck and wanting them to move out of the way) you will send a message to all the other NPCs to increase their distance from the player for a short time. This stops the situation where one NPC further down the line is blocking but is not too close to the player so doesn't know they need to move.

You can urge them to attack or follow you. This will set their follow distance and their engagement distance. You can also set this independently for each NPC.

You can ask them to wait behind. Again you can leave just one behind using AI behavior …