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A nice little catch.

So, as I've been slowly cracking on this game, I've been thinking about a nice little hidden...reward. It actually hit me as I was designing this random nothing area. Just scenery, you know? Then it just smacked me right up the head. "Reward players that investigate the scenery."

I had already planned on making money more like real life. It's not easy to get cash. Especially when the economy is poor (I mean both in real life and in Divine, where it's also suffering).

So I decided to give something extra to those players who go the extra mile and look around. But it's not as easy as finding 500 big ones in a bookshelf. I made them multistep, but made sure they stayed self contained. You wont pick up a torch and light a fire on the other side of the continent and get some cash.

The first one I made, for example, has you just examine a pickaxe and pick it up. Pickaxes are useful, right? And in the very same area, there's a little place where you can actually use that pickaxe and mine for some walkin' around money. I do plan on making this a fairly decent part of the game. There may also be collectibles, but I make no promises on that.

Till next time, folks.

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Doesn't sound too bad, but I'd be good to listen to some other examples. Right now it sounds like you just added some extra steeps to the old-fashioned 'stumbling upon a bunch of money' which may or may not be a good thing. ...If said pickaxe were a part of your inventory, useful in battle or to solve certain puzzles, and on the plus side you could use it to dig in some places and get money, it would be a mechanic more ingrained into the gameplay of your game, and thus more fun.
Hmmm... Actually, the thought had crossed my mind. I was thinking more of certain items being picked up in an area and then having multiple uses across the area. Or more specifically, the dungeons. The pickaxe is found in the first dungeon of the game, and I was now thinking it'd be used more around the area than simply that one place.

As I said, I'm thinking each dungeon would have it's own little tool for the searching or puzzles and such. Though obviously I dont really want to throw out the best things at the start of the game, I have a few ideas for other ones. One section of the game takes place in a frozen cavern, so flint and tinder would be the item of choice for that area. The concept would be lighting fires and melting the ice/snow to open up hidden or blocked pathways.

Anyway, I'm still in early stages of this idea. And since it's not part of, say, core scripting, there's plenty of time to go back and change things as I continue. Feedback is very welcome, though. You already have actually helped me formulate some good ideas. XD
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