Hey all, quick update here:
- Yes, like said before, we ARE loosing direction and unless things are sorted this project is for lost. Why am I not worried? Because me and a rare few others have the movement engine and thats pretty much the only put-together component of the game as of yet. If anyone doesnt feel commited to the project, then you are pulling us and the other determined members of this production down and I for one dont want you wasting our time.
- The shop menu is not a problem. I have been working on a system to make it so the level editors will only have to change some variables to make a completely differernt shop. The one I am working on is incorperated with speech, so a shopkeeper will have items to sell and something to say, wheras someone you can talk to will just have something to say. Unfortunatly this means there wont be a diolouge system as such (Diolouge: as in being able to converse different conversation topics with an NPC and getting a different responce. I say its too complex and not really a big feature... its more of a work around with AS).
The fields for the Shopkeepers/NPCS Include:
Speech : What the charicter has to say
Face : The charicters apperance in the face closeup
Name : Name of the NPC
MessageImportant : This field (either 0 or 1) will determine weather the player can just walk away from the person talking, or has to press 'x' to close the diolouge box
and the proposed fields:
Item1 : This variable, if greater then one, will take the corrosponding number, and retrieve a table of data from an index of values set before the game starts. these values have things such as the items apperence, inventory index, name. So all the level editor has to do is type 4 for example, and the item would be "Apple".
Item1price : Determines the cost of the item being sold. This is so level editors can make bargin prices for items when sold at different places (ie: guns are cheaper in stick town because they are more abundant)
Item2 : ( Continued for 8 items)
Item2price : ( Continued for 8 items)
Which brings me to the next matter: How is the inventory going to work? Is it going to be an itemlist? so when you buy something it adds it to the list? Or are we going to have values for each item (ie: Numberofapples: 10, Numberofbananas: 12, Numberofpistols: 2). I need someone experienced to determine this because it is a very vital part of the game.
No matter which system we use, we are definiatly going to have to have a "Currentweapon" and "Currentdefence" and "Currentarmour" field for the charicters current weapons, sheilds, armour, etc.
Also : how is scrolling going to work? Do we make seperate scenes for each level, so when you walk off the edge, it goes to that scene? or do we make one huge level for each town/destination on the map?
Anyways im done ranting and your all done listening. Today I am hot, pissed off, overstressed, and yet I try to keep order in the game. So feel free to be pissed off back for my bossyness and conrol-freakism, but im only being strict for the overall good of the game.
btw - who wanted the movement engine again?
Thewaste