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Dev Log

Started by Tom, June 06, 2015, 08:05:59 AM

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Tom

Here I post important news and changes. I won't post every small improvement (too many), but the ones that you need to know.


Tom

Shops can now have descriptions and I've decided to show the shop details to everyone for now. Later I will hide the gold, sold and profit fields and make it visible only to the player.

Shop descriptions can be about 200 characters max. Post your shop description and I'll update it.

Tom

Potions are now working.

Tom

Characters now make buying and price decisions by themselves.
The formula is:

        willing_to_pay = item_value  * ( 1.2 + need/5 ) )


In short: You can safely mark up your items by about 20%. For every point of need, the character is willing to pay 20% of the item value additionally.


Tom

#4
Shop sections are now active: http://shopkeeper.lemuria.org/api/sections

There are two kinds of sections. Interior sections you need to sell equipment. Without weapon racks, you can't sell weapons. You will all keep whatever you have right now and you can sell it, but to buy more inventory for a section, you first need to buy that section.

Outside sections have advertisement effects. They raise customer loyalty for all parties, so you can counter bad loyalty, improve neutral or good loyalty - in short: More advertisement = more customers.



A couple of additional items have been added: http://shopkeeper.lemuria.org/api/items

A lot of additional information is now displayed.

Tom

#5
Quests have been rebalanced

Character resting after quest (instead of blank "reset all attributes") implemented.

info on how quests work: http://shopkeeper.lemuria.org/info/quests

Tom

Delivery times have been added. If you order something, you will pay immediately, and it will arrive in 3 days time. Later on, the delivery time will depend on the item and other things, but right now it's just 3 days. Of course, during playtesting I will run "days" more often.

Tom

You can't see it anywhere (no icons, etc.) but most tables are now sortable by clicking on the headers.

Tom

willing-to-pay prices now depend on customer loyalty as well - loyal customers are ready to pay a little more, disappointed customers expect a discount to be convinved to buy. The effect is not very big, on the order of a few percent.

Crayne

If I can ask, what are you coding game's core engine in, Tom?

James

Is there a basic framework for the quests? If so, could you provide a 'fill in the blanks' bit and let others create the quests for you to incorporate (I know quest creation is intended for the final game, but this may help get more variety more quickly for the early level basic quests).
WARNING: Outer Tilog is different...

Tom

The backend is coded in Symfony (PHP Framework). For the 3D client I will be using Unity 3D.

@James: I've thought about it before. I just don't know yet how to expose it nicely. A web-based wizard would be cool, a "Quest Builder", and it's not horribly complicated, just a little.
The difficulty is that I have a few tricks that I would need to explain and document nicely, especially how to build branching quests or alternate endings.

Crayne

Quote from: Tom on June 09, 2015, 05:52:37 PM
The backend is coded in Symfony (PHP Framework). For the 3D client I will be using Unity 3D.

Using CLI or do you handle everything through the browser? I've been developing my homage to Mystic Arena,  Fight or Die (working title) without a framework and using the browser, but let me tell you, waiting for a Battle Royale with 64 entrants to finish takes an awfully long time. :p

Tom

I'm using the CLI right now.

Tom

Another higher-level quest added (for level 3-6). Very dangerous this one, I'd like to test character death. :-)