Subjects, Loot and capacity
The sniveling goblins beg for stronger steel and tougher armor, I care not for their cowardice this loot will fetch me coin with the trader. And with riches I will hire others, less cowardly.... but for now perhaps I can spare a rusty sword or two, who knows perhaps the grunts will inflict some damage with it
Worked on the loot system over the last few days. In principle fairly simple- loot comes in in your throne room. At the end of the day everything you have not equipped on units or stashed in your armory, library and vault- will be sold.
The idea is to limit too much ‘hording’ of weapons, I want players to not overhwhelm themselves with options and force them somewhat to make decisions on the loot and equipment.
The challenge this time was not on the design but the actual implimentation.
I got quite lost in code on the way to impliment it, because I redid how slots worked in combat as well as the top down mode- I got confused because I approached it at an oblique angle. I approaches it like this because I was rushing to prototype it, I should have possibly spent a little bit longer thinking through the architecture and responsibilites of different objects.
Eventually I ended up creating scripts for the main validation checks, but could only do this after making combat and top down operate a similar way with slots and items.
I guess stuff like this is inevitable, it hought the less was to pause and think- but it think I might have still got a bit tangled up so now on reflection the moral of the story is not to give up, keep wading through the complexity towards the design goal- then simplify once you are there 😊
Lordsworn
Be Evil. Destroy the world
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