Skip to main content

Dynamic Item Generation

This week I've been fleshing out the dictionaries for my dynamic item generation system.
I made a few changes since it was first designed, like simplifying the materials and making them less exotic. Now there are a lot of normal materials (like COPPER and GLASS) and some exotic or magical materials.

Items are generated with a number of attributes. Which ones they get depends on the type of object, its quality and its material. Here are a few examples:

I think it's going quite well so far, though I'm having to generate a lot of items and check their attributes so I can fine tune the dictionary rules.



You can see the "CLUB$1" up there, which is a rare, ivory, toy club.
I think children's club would be a better attribute than toy. That sounds strange in some cases.



There's a ugly, copper long-sword, which is both blunted and corroded. Items can have several damage attributes, depending on their quality. As they get used in game and pick up more wear and tear, they can also pick up more damage attributes.

There's still work to be done to avoid strange combinations, though i may just go with it.



The enchanted, ancient cooked eggs made me laugh. Since they are not a weapon and can't be equipped as jewellery their item modifiers (skill and aim bonus) don't have any effect, but you can imagine they would have some in universe use (they would have a higher cost because of their attributes, so you can sell them for a good profit).

In the game I'm going to keep item images to a minimum. I'm relying on the text elements to tell the story of these items, combined with your imagination. Just look at those items up there, whatever you can imagine about them will be much more interesting than any half baked procedural graphics a I can cook up.

Comments

Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Rockets

I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.






They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.



lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…