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Progress Report (10/13)

  • Pasty
  • 10/13/2013 11:34 PM
  • 1017 views
Hey, y'all. So here's what went down this last week:

Inventories:

  • Implemented basic inventories. An inventory "object" is an array of length 2 - the first entry is the inventory type (ex. an item inventory will not let the user insert skills into it), and the second entry is a reference to the actual inventory grid.
  • Every RPGEntity will contain at least one item inventory: party members each hold an item inventory at the character level, and they will also share a communal inventory at the PartyGroup level. Adversaries will hold an item inventory of their own for reward drops, and NPCs will hold an item inventory containing quest materials and other rewards.
  • Inventories can be defined with a flexible size (they can hold as many types of objects as the user can feed them) or with a fixed size (they can only hold x types of objects).
  • Inventories can be set "party-wise" (only the people in the party contribute to the inventory) or "game-wise" (all RPGActors contribute irrevocably to the inventory at all times).
  • Right now, there is no limit to the number of objects of each type that can be stored in an inventory (this is usually 99, but not always). Sounds like a good system option!


Misc:

  • Added EquipmentControl class. This class allows the user to define equipment slots and filter what items are able to be equipped in those slots by item type.
  • Implemented GML generation for EquipmentControl
  • Fixed UI bugs in EquipmentControl
  • Fixed UI bugs in TermsControl and removed Equipment Slots from TermsControl, as that is now covered by EquipmentControl
  • Implemented refreshing forms on database tab change. When the user changes tabs, the game terminology will automatically refresh along with the current tab, so if there are terms changes, the rest of the pages will keep up with them automatically without needing to close and reopen the Database.
  • Added USERSTAT_ constants to GML generator in preparation for RPGActor implementation
  • Added RPGActor and implemented basic Actor stub in the engine


So, right now, there's a basic RPGActor stub in the engine. It contains fields for first, middle, and last names, optional title, and gender, as well as a default item inventory, a basic implementation of the equipment slots, and a basic stat grid.

As I go ahead with implementation, I'll pick stuff from the AC source that I think the RPGActor object could need. In the future, the RPGActor will link into the PartyMember object in all the right places and provide a means of controlling the character.

Likewise, if anyone has any wishes for what they'd like to see in a character object in an RPG engine, feel free to shout at me!

Until next time!

Posts

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This is all sounding pretty good!

One thing that I would like to see, stat-wise, would be a configurable system for stat allocation at level up. Either having statpoints to distribute manually (ala Diablo 2) or fixed stats at level (every other RPG ever) or a random value from a specified range (like Dragon Quest). One other thing I liked seeing in some statpoint distribution RPGs is having certain statistics cost more than 1 point, depending on class. For example, say you get 10 statpoints to distribute. as a thief, it only costs 1 point to increase AGILITY by 1, but costs 2 points to incease INT. But for a mage it might cost 3 points to increase STRENGTH but you get 2 INT for every statpoint invested. Or whatever.
You don't necessarily need an entire system for this. What you could do is this:

First, you define the stats in your game, say HP, MP, ATK, DEF, and SPD, using the Stats tab of the Database.

Then, you define stats that parallel your regular stats, say HP-A, MP-A, ATK-A, DEF-A, and SPD-A (the A stands for allocation ;o ) - these would contain the point values that you're going to use to check against your stat points, and they would probably always be between the values of 1 and 9, depending on your game. You'd set the values for these based on a character's class.

Finally, you define one additional stat bucket that contains your stat allocation points and increase it when a character levels up.

You would then use the Menu Designer to design a menu that empties the stat allocation bucket when the player opts to upgrade a stat.
Yes. That is what I would do.
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