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Landing on planets!?
- Marrend
- 06/20/2015 03:47 PM
- 1517 views
So, I did a few tests to see if it was possible to fluctuate prices. It was actually kinda cool to see the prices move after hitting "Buy", pressing Escape, and hitting "Buy" again. Of course, the obvious preference was to fluctuate them exactly once (ie: after choosing "Marketplace"), but, it just wasn't working. So, prices are going to be static. Oh well!
I've also finally gotten around to reducing prices of commodities. There are thoughts to reducing the prices of repairs as well, but, I'm kinda curious to see how things roll as-is. Call it a true test to see if trading is still broken.
In other news, CashmereCat has re-awakened the idea of giving planets a bit more interactivity. To help demonstrate...
...this is what the "in orbit" menu would look like, while...
...this is what the "Explore" sub-menu might look like, minus the blatant use of Wing Commander - Privateer assets. As of this moment, the "Bar" command doesn't do a heck of a lot right now (A "rumors" file, and Common Event, is intended to go with it), but, the other menu options work as before.
The first iteration of the game had plot-missions, and they were the only missions that existed back then. The next iteration saw the inclusion of random missions, and allowed them to advance what plot existed, while tossing the idea of specific plot-based missions aside. For the next iteration, the plan is to move back to plot-based missions that can be obtained via the "Bar" option in certain planets. How that would be handled in light of how "Bar" would normally call a Common Event has yet to be looked at, but, I'm sure I can figure something out, when the time comes. It probably involves another Common Event, though!
I've also finally gotten around to reducing prices of commodities. There are thoughts to reducing the prices of repairs as well, but, I'm kinda curious to see how things roll as-is. Call it a true test to see if trading is still broken.
In other news, CashmereCat has re-awakened the idea of giving planets a bit more interactivity. To help demonstrate...
...this is what the "in orbit" menu would look like, while...
...this is what the "Explore" sub-menu might look like, minus the blatant use of Wing Commander - Privateer assets. As of this moment, the "Bar" command doesn't do a heck of a lot right now (A "rumors" file, and Common Event, is intended to go with it), but, the other menu options work as before.
The first iteration of the game had plot-missions, and they were the only missions that existed back then. The next iteration saw the inclusion of random missions, and allowed them to advance what plot existed, while tossing the idea of specific plot-based missions aside. For the next iteration, the plan is to move back to plot-based missions that can be obtained via the "Bar" option in certain planets. How that would be handled in light of how "Bar" would normally call a Common Event has yet to be looked at, but, I'm sure I can figure something out, when the time comes. It probably involves another Common Event, though!
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Er, maybe I should get around to getting all the planets have the updated "docked" menu, plus the "Explore" sub-menu, and not just Pirox!
*is slow-bad at making this game*
*is slow-bad at making this game*
Whoa, sweet. That looks mint. I like it a lot. Hopefully, if you're willing to take it in the direction, you'll be able to land on planets kind of like it looks you can do on SnowOwl's current game, and explore around a little bit, doing a little bit of a mission there too. I've always wanted to make a space game where you can land on planets and do missions. That said, whatever your vision for this game is, do what's needed.
So far, looking really good. I'm actually surprised you managed to get fluctuating prices. This is exciting ^_^
So far, looking really good. I'm actually surprised you managed to get fluctuating prices. This is exciting ^_^
I thought up another theory about how to fluctuate prices (ie: mess with the RPG::Item module), so, we'll see how that goes. Also, I'm kinda thinking of revising the numbers for "low" and "high" prices by a tad.
Eventually, though, I will want to playtest the hell out of this again.
*Edit: Darigaaz, I think I found it. Could probably use some more scrutiny/testing, but...
...yeah.
*Edit: Just completed a quick playtest. Unlocked Navenna with somewhere over 3000 credits. Though, I think there was one time I forgot to pick up goods, this is still a really good sign to me!
Eventually, though, I will want to playtest the hell out of this again.
*Edit: Darigaaz, I think I found it. Could probably use some more scrutiny/testing, but...
class Game_Interpreter # Overrides shop processing to fluctuate items (commodities). def command_302 return if $game_party.in_battle goods = [@params] i = 0 while next_event_code == 605 @index += 1 goods.push(@list[@index].parameters) if goods[i][0] == 0 # If the 0th element of the goods[i] array is 0, it is an item (commodity). # Thus, we want the price to fluctuate. Otherwise, we don't care. max = (goods[i][3] * 1.2).to_i min = (goods[i][3] * 0.8).to_i num = rand(max - min) + min goods[i][3] = num end i += 1 end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, @params[4]) Fiber.yield end end
...yeah.
*Edit: Just completed a quick playtest. Unlocked Navenna with somewhere over 3000 credits. Though, I think there was one time I forgot to pick up goods, this is still a really good sign to me!
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