Maian said:
I think I've fixed most of the outstanding bugs. Item and inventory data are saved and loaded correctly between game saves/loads and doesn't corrupt other games. GUI is functional - haven't met any exceptions or unusual behavior so far. Item and inventory code architecture works pretty well.
So here's what's left to do:
- Item info display: Display attributes of the item, including unit and civ bonuses.
- Market: Make tech-based items appear in the market when the tech for the item comes out. Item prices. What about the non-tech-based market? The occasional sweet deal from a shady dealer? Etc.
- Content: Need to create a lot more items. Need to figure out how they're different from each other, what unit and civ bonuses they provide. Would appreciate any input here.
- The ground: How will items be represented on the ground? Should there be multiple layers on each plot, e.g. surface and underground? How would underground items be detected, and would a worker be requird to dig for underground items? Etc.
- Balance: Each hero, when created, should have approximately the same combat effectiveness of the hero in vanilla FfH.
- Limitations: The backpack, vault, and market sizes are limited to 18, 36, and 18, respectively. This is a GUI limitation that I can try to work around in the future. Or are these limits large enough?
Thoughts:
- The limitations on the backpaack, vault and market should be enough, i recomend coming up with "obsolesense" so that objects are replaced with their equivilant/superiors when they arrive. Also, I recomend each "basic" type of weapon have upgrades (bronze sword, iron sword, steel sword, mithril sword) but that perhaps the icon need only change color for these other than the str of the weapon, etc.
- i HIGHLY recomend that weapons be kept simple, and instead of coming up with a ton of "basic" weapons, you instead choose maybe 4-5 basic weapons, and EVERYTHING else becomes a unique weapon that is questable, or found only through effort, not merely purchased in the market.
- Have the purchasable "main/basic" weapons/equipment, NOT show up in the vault unless purchased, Have a menu instead of actual items. This would mean that the item wouldnt even "exist" until purchased, cutting down on clutter, Perhaps there could be an "upgrade/tradein" button to reduce costs of future purchases for upgraded (of same-type) equipment. Thereby eliminating clutter some more.
- If you want a black market, I would tie it into technologies associeated with specific "shady" concepts. The theives guild may have to be built before you have access to "Blotark's poison blades" in the market, for example. It should still be purchaseable IN the market, but perhaps another building is required for its presence there at all.
- I STRONGLY feel that Forges, not markets should be requirments for higher level equpiment. Maybe early in the game the excuse could be made that the item was "forged elsewhere" but for armor and arms of higher quality, id push for the Forge requirement.
-Content: I have two ideas on this, one i've already stated to avoid paper-rock-scissoring. The other is this - have each item tied to a building (basic items here only). In this, each basic item could only be made in specific cities that had all the required buildings. This consequence would be that whatever a civilization is "naturally doing", like building lots of archery ranges, would reflect that the Hero has available - like bows. If you connect types of weapons to types of bulidings, then the "natural ebb and flow" of production would determine what choices the hero has, and it becomes less of a concern as to the individual balances between weapon choices. Balance still needs to be made, but it becomes a "less pressing" issue. I also think that a MAJORITY of the eventual Hero-based item products, should be quested, and that "mundane" items should be only used as a means to advance the hero into another tier of play. "Special" items, and wonderous/magical items should push the player into a higher tier AND provide some sort of special bonus. In this, all "basic" weapons may only want very small and slight differences, and magical items will have very specific and glorious differences. The choice in the end will be Magic vs. Magic vs. Higher-leveld mundane. The pain again, should come in having to chose between all-goods, instead of and not trying to ascertain what sort of defense my potential enemies might have.
Slashing - Allows for a sheild?
Bashing - Gives defensive bonuses despite being a weapon?
Bow/pierce - first strike/withdraw chance bow/spear?
-Qes