Nathaniel3W
Member
New vendor system:
It's working OK so far, but you can't actually buy anything in it yet. The vendor doesn't have an inventory, but you can browse the player's inventory. You can't sell anything yet though either.
My next step was going to be putting prices on items. I could give everything a generic price for now, and I probably should just to keep moving. But now I'm starting to think about the different ways I could price the items in the game:
1. Set price for purchase, half price vendor buyback (as in most JRPGs)
2. Calculate price based on stat boost, small fraction of price for vendor buyback (as in World of Warcraft)
3. Simulated economy, supply and demand, dealer has a margin (as in Mount and Blade)
By the way, the items in your inventory are listed individually, and not stacked. The reasons for this are varied, but one reason is that I want to include weapon level-ups at some point. Basically you can enchant your items, but only after you've leveled them up through use in battle, and different enchantments requiring different stats (including one powerful enchantment that will require at least one previous wielder to have died). There will be a popup window that appears on mouseover to show you an item's stats, so you know not to sell that sword that's about ready for a new enchantment.
But that's all pretty far down the road still. For now I just have to decide on how to calculate the prices. I'm thinking I'll probably go with #1 just because that'll be easiest and it'll be what most players will be most comfortable with. But if anyone has any input, I'm open to suggestions.
It's working OK so far, but you can't actually buy anything in it yet. The vendor doesn't have an inventory, but you can browse the player's inventory. You can't sell anything yet though either.
My next step was going to be putting prices on items. I could give everything a generic price for now, and I probably should just to keep moving. But now I'm starting to think about the different ways I could price the items in the game:
1. Set price for purchase, half price vendor buyback (as in most JRPGs)
2. Calculate price based on stat boost, small fraction of price for vendor buyback (as in World of Warcraft)
3. Simulated economy, supply and demand, dealer has a margin (as in Mount and Blade)
By the way, the items in your inventory are listed individually, and not stacked. The reasons for this are varied, but one reason is that I want to include weapon level-ups at some point. Basically you can enchant your items, but only after you've leveled them up through use in battle, and different enchantments requiring different stats (including one powerful enchantment that will require at least one previous wielder to have died). There will be a popup window that appears on mouseover to show you an item's stats, so you know not to sell that sword that's about ready for a new enchantment.
But that's all pretty far down the road still. For now I just have to decide on how to calculate the prices. I'm thinking I'll probably go with #1 just because that'll be easiest and it'll be what most players will be most comfortable with. But if anyone has any input, I'm open to suggestions.