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Dev Log

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

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Tom


James

Quote from: Tom on June 17, 2015, 03:06:53 PM
Trophies !

Do we get a hint at what for (or when they get awarded)? Just convinced a party to spend their last gold with me, so hoping that would get something :)
WARNING: Outer Tilog is different...

Tom

Trophies are not achievements.

On some quests, parties have a chance to get a trophy. When they defeat the Orc Lord, they have a chance to take his armour, etc. You will see it in the quest log.

When they come back to town, they will offer their trophy for sale. The trophy market is a reverse auction market - every turn, prices will drop and whoever comes first, gets it. So you can wait and get a lower price, at the risk of someone else picking it up before you.
There is also a reserve price. If the auction drops below this price, the party will take the trophy back, not sell it, and offer it again at a later date, or maybe in a different town (once we have multiple towns). The starting price will again be high.

Trophies have one effect: They add reputation.
Right now the actual amount they add is very small compared to what shops have in reputation (or very soon will have), which is another balancing issue and I've done very little balancing so far, so rest assured, when done it will be worth the gold. (among other things because it will be the ONLY way to buy reputation with gold.)

James

Quote from: Tom on June 06, 2015, 08:40:03 AM
Potions are now working.
Are they actually being used properly? I see some of them (on individual character pages) have been used multiple times. Aren't they supposed to be one use and done items?
WARNING: Outer Tilog is different...

Tom

Quote from: James on June 17, 2015, 06:07:39 PM
Are they actually being used properly? I see some of them (on individual character pages) have been used multiple times. Aren't they supposed to be one use and done items?

Yes. And I see them being discarded, so that is strange. Show me links to character pages where I can see it.

James

This is the one I noticed it on:
http://shopkeeper.lemuria.org/api/characters/14

Unless that is a tally of all the potions he's used, so he's actually had 5 of them, used 4 and has 1 left?
WARNING: Outer Tilog is different...

Tom

Ah, ok. It turns out the "usage" value is actually not the number of times it was used. It's an internal counter I use to evaluate items usefulness. I'll remove it to avoid confusion. Anyway it gets reset for every quest.

Zakilevo

Do items have durability or something or do they have a chance to be randomly be lost or broken?

Tom

Quote from: Lapallanch on June 18, 2015, 07:44:59 PM
Do items have durability or something or do they have a chance to be randomly be lost or broken?

It's mostly random, based on the quest, not the item.

Tom

Current status: Work on 3D client has resumed.

Tom

I've made a lot of improvements to the web client.

You can now log in to your shop and don't have to enter your key all the time (only once), and this allows the buy, sell, etc. sections to be more smart, showing only what you can buy, etc.

Also, you can now replace items when selling.

Tom

Character backgrounds are now included, check them out on the character details pages!

Tom

One new thing that came from the 3D client is that I will introduce "shop layouts".

In the 3D client, these are actual different shop layouts and sizes. I have 4 or 5 so far, in different stages of being finished.

But layout will also determine which shop sections you can buy. The idea is that most shops can't offer everything, I will force specialisation. In the first shop that is ready, that means you can buy any or all of these 4 sections and that's it. For other shops I'm working on an idea of having options, i.e. in that corner you can put either this or that, but not both.

In the final game, you can invest your profit into a bigger shop, or a shop in a better town. That at least is the idea of gameplay beyond the simple buy/sell.

Zakilevo

Quote from: Tom on June 29, 2015, 08:29:25 PM
One new thing that came from the 3D client is that I will introduce "shop layouts".

In the 3D client, these are actual different shop layouts and sizes. I have 4 or 5 so far, in different stages of being finished.

But layout will also determine which shop sections you can buy. The idea is that most shops can't offer everything, I will force specialisation. In the first shop that is ready, that means you can buy any or all of these 4 sections and that's it. For other shops I'm working on an idea of having options, i.e. in that corner you can put either this or that, but not both.

In the final game, you can invest your profit into a bigger shop, or a shop in a better town. That at least is the idea of gameplay beyond the simple buy/sell.

I would be interesting if you have multiple towns. Everyone starting in a small town at first but maybe with enough gold, you can either relocate to a city or create another shop there. Maybe there should be a limit to how many parties being available for different settlement sizes. Maybe a small town can have 10 at most while cities can maybe have up to 30~50.

Tom

Something like that is the idea, but I'm not finished designing it, yet.