Skip to main content

Items and professions

After making some more items for the game I found that the potions I'd made before didn't match at all well with the way items are displayed in the inventory.

I've revisited potions, and also made icons for potion ingredients, food, traps, tools and various other things.

Food is going to be quite important because it's replacing the rest function. To rest you'll find a quiet area and consume some food. The characters will do a resting animation and their health will be increased. You won't be able to eat if you're too thirsty so you'll need to drink some water or wine before resting.

Yummy food, and potion ingredients. You can eat the potion stuff but it has a chance of making you sick so it's not advisable.

Because of this you'll have to chose whether you really want to rest or not. Resting because of getting hungry won't happen all that often, if at all but if you get injured a lot you'll start eating up all your rations. There are healer kits available too which can revive characters who have been reduced to zero HPs. You'll need to revive them before they can rest.

You won't be able to rest and eat during combat so you'll need to save your potions for that. Healer kits can also be used to recover some health in combat, though only if you're not actually engaged in fighting.

Food can spoil and even rot away if you leave it too long. Some food is resistant to this, because it is preserved (like dried fish) but it doesn't give as much of a health boost as fresh food.

Tools traps and potions, don't leave home without them.

Different characters will have different starting professions. Don't expect to be a wizard from the outset. Professions are what you did before you became an adventurer. Things like leatherworker, burglar, surgeon, scholar, mercenary, guard. Some professions will give you a bonus to one of your stats (+1 strength for carpenter for example), while others allow access to special abilities if you've got the right kit. For example a fisherman can catch fish with a net. A blacksmith can repair armor or weapons with the right set of tools. A leatherworker can get skins from animals, as well as repair light armor if they have a set of leather working tools. A hunter can get meat from wild animals, if they have a trap, and they can also use the traps to rig doors behind them.

I haven't worked out a table of professions and bonuses yet, but I've got a good idea of the types of equipment needed, so I've added it already.

Some types of equipment give a passive bonus to a skill. For example a basic thieves tools helps with picking locks and disarming traps, and there is an improved and expert kit available too. Healing kits reduce the chance that a critically injured character will die during reviving. There's a smallish chance that a character "killed" during combat will really die after the encounter when you're trying to heal them. Of course if you don't have a healer at all, this chance is 100%.

I don't want characters to be locked in to classes right from the start, so professions give some direction to their progression, and then later they'll be able to take on a character class, somewhat like the prestige classes of D&D. They'll give them nice boosts to their abilities and feats, but add restrictions to further growth.

NPCs will reflect this, so at first you're likely to meet scholars, burglars and blacksmiths, while later you may meet assassins, paladins, and wizards.


Popular posts from this blog

Make your game models POP with fake rim lighting.

I was watching one of my son's cartoons today and I noticed they models were using serious amounts of simulated rim lighting. Even though it wasn't a dark scene where you'd usually see such an effect, the result was actually quite effective.

The white edge highlighting and ambient occluded creases give a kind of high contrast that is similar to, but different from traditional comic book ink work.

I'll be honest, I don't know if there's a specific term for this effect in 3d design, since my major at university was in traditional art. I learned it as part of photography.

You can find plenty of tutorials on "what is rim lighting" for photography. It basically means putting your main sources of light behind your subject so that they are lit around the edges. It can produce very arresting photographs, either with an obvious effect when used on a dark subject...

..,or as part of a fully lit scene to add some subtle highlights. See how alive the subject look…

How to... build a strong art concept.

So you want to make some art assets for your game. The first on the list is a Steampunk Revolver for your main character to shoot up Cthulhu with. Quickly opening your internet browser you start with a Google image search. Ah, there is is!

It might be a good idea to find a few influences so you don't accidentally end up copying a famous design.

Just mash them up and you're ready to go! Off to your favorite modeling program.
But wait! isn't there more to building a strong design concept than that?

Of course there is.
One of the diseases of modern design is that of recursion. Everything is a copy of a copy of a copy. This is especially a problem with "historical" concepts. Over the course of that recursive process the concept becomes infected with modern design elements, and ends up looking very similar to everything else that anyone else has ever made.
If you want to come up with a really fresh idea, you have to get beyond secondary references and go look at real …


Ok, so it's not exactly skynet, but I have got my first AI state working, kind of.

The first state is "HOLD" in which case the agent stays in place where they are and shoots at any unit that comes in range. When I started writing this module, I found that the existing method of triggering actions wasn't good enough to allow the AI to choose the best weapon or target. It worked by simply sending a command to the unit to trigger the currently selected action.

If the action is valid, it triggered, if not it didn't.
That's fine for play controlled units, as that's all they need to do. But AI needs to know in advance if the action is valid. The player can get that info from UI feedback, but that wasn't available to the AI player.

There were three problems:

1. The UI feedback duplicated code in the action trigger function. These  two sets of code could get out of phase so that UI feedback was wrong.

2. The action trigger didn't give enough feedback for …