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Tuna

Awesome Bro

mouse":1d3s4yhc said:
Battles need more strategy.
Skill points/mana points would work. You have your basic attack and then you can use skills/spells once you're high enough level to use them. And the higher your strength/constitution, the more skills/spells you get.
 
planned_world.png


tibenregion_4.png
 
The Tat Exchange


The name is a spoof on The Grand Exchange (RuneScape).

The Tat Exchange is a second hand store. You can sell unwanted items at half their buy price, or buy items that other players have sold. All figures are rounded up (so a 1 gold bucket sells for 1 gold, and a 3 gold ham sells for 2).

http://vengeance-rpg.com/v/page.php?p=shop-tatexchange

It will be added to the map once I find a place for it.
 

Tuna

Awesome Bro

So I have 24 items in my inventory and I can sell 24 items plus one broken image called 14.png.

edit: Clicking "back" after selling an object does not refresh the page and sold objects do not disappear.
 
Tuna":2h03pbjj said:
So I have 24 items in my inventory and I can sell 24 items plus one broken image called 14.png.

edit: Clicking "back" after selling an object does not refresh the page and sold objects do not disappear.

Damn, sorry it's because I'm in Firefox, I don't see broken images. I'll fix this first thing tomorrow.
 
I said from the start that I wouldn't start a paid version until I felt the game was a full game. There were several key features in my mind that would lead to this, they were:

- Exploration
- Battles
- Economy

We have exploration and battles, even if they do need vast improvement in the future. The thing lacking was an economy.

By an economy, what I mean is:

- An in game currency
- A way of gaining items other people don't
- A way of trading these items with the currency

We now have 2/3 - the Tat Exchange provides a very basic trading system. A full trading system is a must though, and drop tables for enemies something severely lacking.

I am currently working on one of the two, and that is trading:

tradescene1.png


I got around the problems I was initially having by the notion of a trade cache but that's all behind the scenes stuff that you won't see. The system isn't finished - it doesn't work much at all in fact, you can just add and remove items from a trade. But it's getting somewhere!
 

Tuna

Awesome Bro

I think it would be a lot nicer if certain arrows on the navigational compass didn't appear when you couldn't go in that direction. Can't go south? No south arrow. It makes for a cleaner look than having to mouse over and seeing if you get a clickable object.

horse.gif
 
Hmm. Drop tables.

Current thought is to split items into ten tiers of rareness.

A random number between 1:10000 is drawn, and through various weights, a number from 1-10 is found.

Then, a random item is taken from the items in that tier.

The weighting is important, and will be exponential; the chances of obtaining very rare items should be just that... very rare.

I am introducing a new armour set called Merthyr* which will be our first "rare set", but I also have a list of some 100 items drawn up to add to the game and to drop tables therefore. They range from gemstones to pirate gear to capes and scarves to different types of weaponry.



Tier : Weighting

1 : 5462
2 : 3000
3 : 1000
4 : 400
5 : 100
6 : 20
7 : 10
8 : 5
9 : 2
10 : 1

This means you have around a 1:2 chance of gaining a common item, a 1:1000 chance of a tier 7 rare, and a 1:10000 chance of a tier 10 rare.

Where items appear in the table is variable and will be tweaked to balance the game as time goes on.


Merthyr Tydfil is a town in Wales. It's a joke.



But wait - that means all enemies drop the same things!?


Consider the 10000 just a base number - each enemy will then have it's own multiplier which is used in the equation, so in reality when fighting a very easy enemy like a Wulf it could in fact be 1:50000. Fighting a dragon might give you as much as a 1:100 chance of the top drops! -- nb: I know that wouldn't work. I'm rambling.




- What do you think of this system?
 
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