PyTFall > PyTFall: Game design

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Xela:
Reserved

DarkTl:
How about we clarify weapons types, and from tomorrow I'll begin to write items xml? Unless you have more complex or simply different idea in mind, I suggest D&D system I mentioned before.

Maybe also types of armor (light/heavy)? And how many items of each type you'll need for beta?

Xela:

--- Quote from: DarkTl on May 04, 2013, 04:04:48 PM ---And how many items of each type you'll need for beta?

--- End quote ---

No idea about, 1 sword, one dagger, 3 or 4 potions, 2 or 3 misc items, 2 or 3 dresses, 2 or 3 pairs of boots, 1 armor, 1 amulet, 4 rings, 2 pairs of boots, 1 wristband, 1 cape, 1 helmet or tiara.


--- Quote from: DarkTl on May 04, 2013, 04:04:48 PM ---How about we clarify weapons types, and from tomorrow I'll begin to write items xml? Unless you have more complex or simply different idea in mind, I suggest D&D system I mentioned before.

Maybe also types of armor (light/heavy)?

--- End quote ---

No point in light/heavy armor that I can see.

As for weapons, for now just specify their kind under 'type' field: Sword, Dagger etc. That will be enough for now.

DarkTl:

--- Quote from: Xela on May 04, 2013, 04:27:55 PM ---No point in light/heavy armor that I can see.

--- End quote ---
Available occupations, I guess. Only warriors can use heavy, and so on.
Then again, I wonder if anyone besides warriors will have benefits from armor, since we have dresses as well.

Xela:

--- Quote from: DarkTl on May 04, 2013, 04:38:32 PM ---Available occupations, I guess. Only warriors can use heavy, and so on.
Then again, I wonder if anyone besides warriors will have benefits from armor, since we have dresses as well.

--- End quote ---

If you feel like we need that, for me it's 10 - 15 extra lines of code so it's ok. I am not sure how that benefits the game at this point.

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