Friday, February 29, 2008
Inventory system
I've implemented some basic inventory system. The same items are counted which means that they will not clutter inventory screen like in Simore Mines. I still haven't decided what to do next. Perhaps some kind of items factory, so I could fill dungeon with items.
Monday, February 25, 2008
Saturday, February 23, 2008
Village is completed...almost.
I have completed the basics of village. My test village have blacksmith, herbalist, elder and inn keeper however right now you can only listen to the inn keeper's gossips.. Blacksmith and herbalist can't trade, because I haven't implemented items yet. I'm in need of sprites (all my NPCs look like mage character). Also, I need grass sprite and furnitures for these shops..
Oh, I almost forgot to mention that implementation of my game world can handle multiple towns and traveling between them. All I need is a content and some kind of reason for the player to travel between towns. I was thinking about something like missions (hm quests?). Maybe escorting NPCs or patrolling the area?
Oh, I almost forgot to mention that implementation of my game world can handle multiple towns and traveling between them. All I need is a content and some kind of reason for the player to travel between towns. I was thinking about something like missions (hm quests?). Maybe escorting NPCs or patrolling the area?
Tuesday, February 12, 2008
Sigmore Mines 2 - Village as menu or as...village?
As in title of this post. Do you prefer to access village "options" via menu system or you prefer to talk with shopkeepers "manually"?
Friday, February 8, 2008
Sigmore Mines 2 : What I have..again.
I've designed a system which should work (it works on paper right now) :
Player have :
Player have :
- Strength : affects damage in close combat and carry weight
- Dexterity : affects attack rating (chance to hit monster)
- Swiftness : affects defense rating (chance to dodge monster's attack)
- Ingenuity : affects attack and defense rating in a minor way and increases chance of finding traps, secret passages, etc.
- Vitality : affects hit points
- Magic : affects mana points
Thursday, February 7, 2008
Sigmore Mines 2 : What I want and what I have..
What I want :
Units' attributes such us Strength, Agility, Ingenuity, Vitality, Magic and derived from them by some mysterious formula : Dodge skill, Archery accuracy skill, Melee accuracy skill, Archery Power, Melee Power and maybe some more? Also I want that equal units should have 50% "to hit" chance..
What I have:
Nothing.. I just don't know how to "make" this system well balanced and also to allow almost infinite ability to develop player's character..
Btw:
Simon says : "Leave a comment".
Units' attributes such us Strength, Agility, Ingenuity, Vitality, Magic and derived from them by some mysterious formula : Dodge skill, Archery accuracy skill, Melee accuracy skill, Archery Power, Melee Power and maybe some more? Also I want that equal units should have 50% "to hit" chance..
What I have:
Nothing.. I just don't know how to "make" this system well balanced and also to allow almost infinite ability to develop player's character..
Btw:
Simon says : "Leave a comment".
Saturday, February 2, 2008
Sigmore Mines 2 - Attack behaviours
I've taught monsters how to pursuit a player :-). Behavior trees are great (once you implement them properly) - my monsters can use distance weapons, on close distance they switch automatically to melee weapon. Some monsters will use magic, will heal them selfs. Maybe even I will implement squad behaviors if I would feel strong.
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