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17/07/12 - Inventory System

Working on the inventory system and gonna have to draw 100+ item pics :(

Here is what it looks like so far and it is semi-functional. All that needs to be done is equipping gear and combining items, just need to figure out how to do these.


The coverage part hasn't been done yet either, it's an idea proposed to me by KillerWolf. How it works is that every piece of clothing/gear/armor that you equip will add some amount of body coverage and this pretty much dictates how much damage you take when getting attacked by enemies.

Posts

Pages: 1
author=supremewarrior
Working on the inventory system and gonna have to draw 100+ item pics :(


I feel your pain :P

Just a rambling suggestion but... perhaps you could have two (or more) tiers of damage and coverage would simply determine the odds of taking a worse or better damage tier.

For example, if you had equipment on 5/6 areas then you would have a 1/6 chance of taking full damage when the damage is calculated. You could even weight enemy "AI" so that some enemies go for certain areas more often than others, say, for dogs it would be wise to protect the legs and arms more as they can reach them more easily? Human zombies go for the head/neck more often than elsewhere? That sort of thing.

I think it'd be pretty cool and not too complicated to implement (at least, I think so?), just have one "roll" for which area of the body is being targeted (weighted by "enemy AI") and then another "roll" using the stats of the armor on that part and the enemy's attack power to calculate the damage to the player.

Also, nice to see you're still working on this :>

author=NewBlack
author=supremewarrior
Working on the inventory system and gonna have to draw 100+ item pics :(
I feel your pain :P

Just a rambling suggestion but... perhaps you could have two (or more) tiers of damage and coverage would simply determine the odds of taking a worse or better damage tier.

For example, if you had equipment on 5/6 areas then you would have a 1/6 chance of taking full damage when the damage is calculated. You could even weight enemy "AI" so that some enemies go for certain areas more often than others, say, for dogs it would be wise to protect the legs and arms more as they can reach them more easily? Human zombies go for the head/neck more often than elsewhere? That sort of thing.

I think it'd be pretty cool and not too complicated to implement (at least, I think so?), just have one "roll" for which area of the body is being targeted (weighted by "enemy AI") and then another "roll" using the stats of the armor on that part and the enemy's attack power to calculate the damage to the player.

Also, nice to see you're still working on this :>

Oh, that is actually a pretty good idea... Thanks for that! It would probably have to be explained in-game as I don't think the player will be able to figure it out. Example: The player has 75% coverage but has nothing equipped to protect his hands and is still wondering why he's occasionally taking damage from a zombie dog.
Pages: 1