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Re: fixed items
Posted: Tue Aug 12, 2014 2:26 pm
by jack1974
yayswords wrote:
By the way, any chance of easily implementing flavor/lore text for items? It would really spice the game up.
The problem is screen space, there's not enough space to put even 2-3 lines of text

I guess I could put a "i" or "?" button that pops-up a description though.
Re: fixed items
Posted: Tue Aug 12, 2014 2:36 pm
by yayswords
Hmm, that's a shame. I don't think such a button would have the right effect. I think I'd press it expecting to get mathematical info, not lore. I'd want lore to slap me in the face. Others?
Maybe if the button said "Lore" and only was available on items that had a description. It could be under the "Buy" button. That could work out nicely. I think I will add some lore/flavor text

Re: fixed items
Posted: Tue Aug 12, 2014 2:42 pm
by jack1974
Yes I could put a "Lore" button below the buy/sell button (or nothing in case people examine it from inventory).
Re: fixed items
Posted: Tue Aug 12, 2014 2:46 pm
by renke_
jack1974 wrote:Yes but the blank space!! it looks ugly :? A stat must be removed to praise the god of alignment and layouts!
Good design is overrated
It was a joke, I didn't even thought you would react to it ;)
jack1974 wrote:Actually (too much heat so brain is slow...) why you added two extra stats that we just agreed should be rare ?
Because I see a difference between static unlimited items with only one predefined slot for regen and unique items. Unique items are not restricted by normal rules - after all, they are unique. (I'm giving up, it seems I'm not able to express my idea...)
Re: fixed items
Posted: Tue Aug 12, 2014 2:50 pm
by yayswords
:DD
Added lore texts anyway!
With that lore text the club should probably cause dark damage actually...
I'm having second thoughts about making a predefined item for every weapon type. That's gonna be a lot of weapons: 2h/1h mace, sword, axe, then a dagger, normal staff, spear, quarterstaff, short bow, long bow, arbalest and heavy crossbow. And flail and morning star and mace and let's not forget there are several types of 2h swords.
Re: fixed items
Posted: Tue Aug 12, 2014 3:02 pm
by renke_
your lore text for the cactus is very generic (more lore would be cool, btw)
Toilet paper
6 dmg, +18 stats
Kiduu alchemy can turn anything into a weapon.
Re: fixed items
Posted: Tue Aug 12, 2014 3:05 pm
by yayswords
I think of a normal "cactus branch" as being too soft to be a good bludgeoning weapon, too thick to be wielded and I guess too spiky to be wielded too. That's where the alchemy comes in.
Re: fixed items
Posted: Tue Aug 12, 2014 3:12 pm
by jack1974
Yes you don't need to do a unique weapon for each type, but category. 1h, 2h, ranged.
For the game/engine, the difference between a sword and a mace, or a two hand sword and a waraxe is purely cosmetic

Re: fixed items
Posted: Tue Aug 12, 2014 3:17 pm
by yayswords
Yes but I generally come to expect that certain weapons have higher damage. That's why I could casino a better hammer than Krimm's quest sword if I had to, but I couldn't casino a better sword.
I pretty much just took the highest damage type weapon of each category in that post. I guess we could add a few more though.
Re: fixed items
Posted: Tue Aug 12, 2014 3:21 pm
by renke_
I'm having second thoughts about making a predefined item for every weapon type.
we need only one per class (a two-handed sword is more or less identical to a two-handed axe [if Jack used the class and not some sub-type string in his definitions])
That's why I could casino a better hammer than Krimm's quest sword if I had to, but I couldn't casino a better sword.
this is caused by the base definition of the items: TwoHandedSword 18 dmg, WarHammer 23 dmg - but this is only a (ignorable) base setting, not some kind of natural law :)