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Re: [wip] The Lost continent 2

Posted: Tue Jul 07, 2015 8:38 pm
by cromcrom
Some update :-)
Coming in V0.4
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I have been toying with John's amazing "GrimTK", and revamped some of my gui.

The merchant system is done. What it does is:
create a new table of items every 10mn (number of items depending on player's merchant skill level.

Then the player can cycle through them. If enough money is in the alcove, the price will turn green :-)
Then the player has two choices: either buying the item straigth, for the shown price, or bargaining (box to check)
If he bargains, a merchant skill check will be done.
If he fails, the merchant won't sell the item, and increase overall the prices of the items, and of this particular item.
If he succeeds, he will recover the item, and the merchant will give him a little money back, depending on the merchant skill success.

Of course, the stats of the items are randomized (two "poor" items probably won't have the same stats).

Of course, checking for the skill does give the opportuity to improve the skill level, and give some XP's to the party :-)

That's it, as always, expecting feedback to improve the system :-)

Re: [wip] The Lost continent 2

Posted: Wed Jul 08, 2015 12:55 am
by trancelistic
Wow, that is totaly awesome. Good job mate. I'll stay tuned on this tread.

Greetz.

Re: [wip] The Lost continent 2

Posted: Wed Jul 08, 2015 7:40 am
by cromcrom
Thanks a lot. I updated to steam (Rigale V0.4) while adding two tweaks: your merchant level now displays, and the difficulty for bargaining depends on the items's quality (terrible = 0, poor = 1, normal = 2, good = 3. I haven't added upper item levels, I want the player to craft them ^^).
Be aware that rigale has NO puzzles. I am just building the core systems for a survival open world kind of game, as a modding leisure :-)

Re: [wip] The Lost continent 2

Posted: Mon Jul 20, 2015 2:30 pm
by cromcrom
craft interface update:
The interface:
Various workshops, recipes, number of items to craft, required components/ on crafting alcove component (red is meh, green is yeah)
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Enough branchs to craft those 6 arrows:
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And the crafting results for the adept woodcrafter party (from total novice to legendary levels...)
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And randomized crafted daggers:
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I haven't updated the steam files yet.

Re: [wip] The Lost continent 2

Posted: Tue Aug 18, 2015 2:14 pm
by cromcrom
Resumed coding after the holidays. Added a tool check and potential bonus to crafting. Like all items, tools can be crafted in various qualities (from the tinkerer craft). If you click on the launch crafting button, with the proper crafting tool equipped, it will give a bonus to crafting, depending on the tool quality.
I still need to add tool weariness at some point.
Maybe each crafter should be able to craft his own tools ? and also the weaponsmith, because most (generic for now) tools use iron to be crafted.

Re: [Wip]Rigale question about repair system, see end of thr

Posted: Tue Aug 18, 2015 2:45 pm
by cromcrom
I am about to add the repair system to rigale, as items will deteriorate over time (especially weapons and armors), to the point of breaking.
I am looking for repairing system ideas.
What I envision is that the party can use a repair tool on items. It would launch a screen with item informations (thanks Jhon ;-) ), and option to repair the item.
the basic system is that each repair lowers the overall solidity value of the item, but increases the current solidity. The better the check/success, the lower the overall solidity loss, and the greater the current solidity gain.
However, at some point, all objects would break, because overall solidity would be lower and lower.

Any repair system ideas ?

Re: [Wip]Rigale question about repair system, see end of thr

Posted: Tue Aug 18, 2015 3:28 pm
by Drakkan
cromcrom wrote:I am about to add the repair system to rigale, as items will deteriorate over time (especially weapons and armors), to the point of breaking.
I am looking for repairing system ideas.
What I envision is that the party can use a repair tool on items. It would launch a screen with item informations (thanks Jhon ;-) ), and option to repair the item.
the basic system is that each repair lowers the overall solidity value of the item, but increases the current solidity. The better the check/success, the lower the overall solidity loss, and the greater the current solidity gain.
However, at some point, all objects would break, because overall solidity would be lower and lower.

Any repair system ideas ?
I think its too overcomplicated - although I like solidity system overall, grimrock is working in some ways and making items to be destroyed EVEN with repairing after some time is in my opinion bad idea.
What I see as possible solution is to make each item having some solidity points - for example having item worn dagger will have full state at 20/20, while object Iron dagger could have like 40/40 at full etc. repairing should be possible till the "final" upper value (so worn dagger could be repaired till 20, iron dagger till 40 etc...)
using some repairing tool / combination with some anvil solid model sounds fine to me. Or if you like destroying items, making the repairing tool itself to be destroyed after some time, so you will be able to repair only limited number of items till new repairing tool found / bought.

Re: [Wip]Rigale question about repair system, see end of thr

Posted: Tue Aug 18, 2015 10:15 pm
by cromcrom
Yes, I don't like the idea of all weapons and armors ultimately breaking. Moreover, I have to implement a way for the character to not be able to wear a broken item.
Your idea sounds good, however, it kind of lacks deepness (I don't like complexity, but I do like deep and rich systems), to take many factors into account: The tinkering skill level, used to repair things, as a main skill, and the craft used to create the object, as a secondary skill, the quality of the repairing tool used, the quality of the repaired item, the various possible successes or failures...
Crafting/repairing improvments tools can very easily be crafted.
Maybe only allow repair of items at repair stations. Or decrease the overall solidity of the repaired item only in case of failure. Field repair could also be much harder. Repairing could also use some basic components to be fully effective. Or maybe, increase the weight of the object with repairs, or decrease some qualities.

I also have to find a state for broken items. Turn them into their base components ? Make the characters unable to wield them ? (I tried some times ago, but couldn't do it, I will look into this again tomorrow.). As for weapons and armors, I had a script to make them fall at the feet of the party when broken, but it was buggy.

Re: [Wip]Rigale question about repair system, see end of thr

Posted: Wed Aug 19, 2015 9:21 am
by Drakkan
cromcrom wrote:Yes, I don't like the idea of all weapons and armors ultimately breaking. Moreover, I have to implement a way for the character to not be able to wear a broken item.
Your idea sounds good, however, it kind of lacks deepness (I don't like complexity, but I do like deep and rich systems), to take many factors into account: The tinkering skill level, used to repair things, as a main skill, and the craft used to create the object, as a secondary skill, the quality of the repairing tool used, the quality of the repaired item, the various possible successes or failures...
Crafting/repairing improvments tools can very easily be crafted.
Maybe only allow repair of items at repair stations. Or decrease the overall solidity of the repaired item only in case of failure. Field repair could also be much harder. Repairing could also use some basic components to be fully effective. Or maybe, increase the weight of the object with repairs, or decrease some qualities.

I also have to find a state for broken items. Turn them into their base components ? Make the characters unable to wield them ? (I tried some times ago, but couldn't do it, I will look into this again tomorrow.). As for weapons and armors, I had a script to make them fall at the feet of the party when broken, but it was buggy.
now that sounds quite complex. I am afraid if you will make so robust, it will be specifically designed just for your dungeon and not usable for any other dungeon. So from this point - yea go for complexity if you want it, just make sure you will get maximum from it and it will be not there just to bother player, but to give some additional value to your dungeon.

Re: [Wip]Rigale question about repair system, see end of thr

Posted: Fri Aug 21, 2015 7:08 pm
by cromcrom
Steam updated to 0.5.
Big changes: crafting revamped + use for crafting tools + Repairing basic system.
Looking for feedback/ideas.
Not a dungeon crawler, but the basic rules for an open world system, so only 2 areas. However, pemanent respawn of randomized creatures, random craft, items ameliorations, multiple specific skills (for gathering and crafting, mainly...), shops, money system...

If people have specific ideas of some system (survival/semi realistic), I would gladly hear. If not, I will probably work on improving item amelioration (that is different from item crafting), up to make legendary items really legendary, with their own names, and specific randomized superpowers...
I would also like to improve the skills enhancement UI, to make it more sexy.

As always, big thanks to the modders from these forums, especially those who kindly answers my questions, and a special mention to JohnWordsWorth, for his amazing GTK.