Author Topic: New items concept  (Read 36238 times)

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Offline DarkTl

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Re: New items concept
« Reply #30 on: January 12, 2015, 02:01:38 PM »
Quite hard. Every time I need a transfer screen, I begin to search it starting from MC inventory, and brothels screen is the last place where I look because judging by name it's about brothels, not items management  ::)

But it has nothing to do with my mlg navigation skills. Girls screen has all possible filters. Transfer screen only has items type filter.
« Last Edit: January 12, 2015, 02:03:38 PM by DarkTl »

Offline Xela

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Re: New items concept
« Reply #31 on: January 12, 2015, 03:05:33 PM »
But it has nothing to do with my mlg navigation skills. Girls screen has all possible filters. Transfer screen only has items type filter.

I have no idea what you're saying here...
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Offline DarkTl

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Re: New items concept
« Reply #32 on: January 12, 2015, 03:25:43 PM »
Show me some filter for girls here:

Offline Xela

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Re: New items concept
« Reply #33 on: January 12, 2015, 03:43:02 PM »
Show me some filter for girls here:

? The point is to enter there from girls profile, not from brothel, there will be one girl and mc there then...
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Offline DarkTl

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Re: New items concept
« Reply #34 on: January 13, 2015, 04:10:09 AM »
Ah, I see. My bad.

Offline Xela

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Re: New items concept
« Reply #35 on: January 18, 2015, 11:29:28 AM »
I am getting really sick of this items sh*t, seem like no matter how much logic added or code  improved, there is something left. What's worse, I believe that people will find the designs confusing, too complicated and close to impossible to really keep track of for this many characters. Imo, we're dealing with items concept in a really poor way :( confusing something that should be done in RPG game with three to ten characters tops with something that should be done in a game with 200+.

======================
That aside:
- Code for equipment slots/dolls is unified.
- Code for items display is unified to about 80%.
- Different backgrounds (light/dark) are added (and texts adjusted accordingly)
- Most screens improved.
- Unique items (only to be equipped to MC or other unique characters) are added.
- Quest items logic is 90% added.

There is still a very long TODO list to take out in the items field, but I strongly doubt that I'll ever get to finish this crap before I run out of steam. Rest we'll finish for the release after the next.
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Offline DarkTl

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Re: New items concept
« Reply #36 on: January 18, 2015, 11:51:45 AM »
You rejected all my proposals to simplify the system, without exceptions. I'm powerless  ::)

Offline Xela

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Re: New items concept
« Reply #37 on: January 18, 2015, 12:01:23 PM »
I am not the one who came up with a list of 16 proposals and a new thread ;)

Going to adapt shops a bit, maybe add sets and "maybe" add offhand/mainhand slots instead of smallweapon/weapon. Rest can prolly wait. + You proposals of "simplification" do not simplify anything in the design.
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Offline DarkTl

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Re: New items concept
« Reply #38 on: January 18, 2015, 01:27:21 PM »
Gloves+body+boots =/= one general slot in terms of difficulty.

Offline Xela

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Re: New items concept
« Reply #39 on: January 18, 2015, 01:32:15 PM »
Gloves+body+boots =/= one general slot in terms of difficulty.

Yeah, but we handle slots through iteration so there is no change what so ever in terms of logic, all that does:

1) Remove the possibility for proper battle item-sets.
2) Forces me to adapt the positioning of the slots onscreen.
3) Kills a bunch of items already created for the game.

It does not reduce the amount of code or simplify the logic. That's why I rejected it.
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Offline DarkTl

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Re: New items concept
« Reply #40 on: January 18, 2015, 01:47:45 PM »
You should take a look at those items threads in User Mods. People want moar items with new mechanics. And items have to do something, there is no way around it.
If fact, items that we have are quite simple. They can change current and max stats, affect skills (almost the same thing) and add/remove traits and effects (effects = manipulations with stats again currently).
Eventually we'll have something to do with BE, and items will have new stats and traits to change, possibly related to elements and spells.

If you want to talk about complex stuff, we should talk about chance to trigger various, different effects during equipping/consuming (btw I believe wm has something like this already), or about weight limit/inventory limit.

Offline DarkTl

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Re: New items concept
« Reply #41 on: January 18, 2015, 02:04:13 PM »
I wonder how useful could be a new field that can multiply current stats just like we already do with skills... I'm afraid that max values will negate its usefulness.

Offline Xela

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Re: New items concept
« Reply #42 on: January 18, 2015, 02:33:22 PM »
...

What a load of cr@p... items system in pytfall includes (besides the usual icons/price/slots and etc.):

- Modifying stats (min/max/mod) guided by a very complex system.
- Modifying skills through 5 fields.
- Adding/removing traits.
- Auto-equipping system (very complex btw + about to get worse if I actually manage to pull off sets and decide to check for that).
- Auto-buying system.
- Ways to add them to areas in exploration.
- Ways to win them in the area.
- Adding/Removing spells.
- Filtering based on sex.
- Sorting logic for slots: (misc, consumable, equipable).
- Adding/Removing effects. (we do have this, just not enough effects)
- Dealing with stat-growth while being maxed-out, true/added by items traits, traits memory on removal of items and making sure that items don't take stats with them after a max-out. (WM/Most games don't have even this btw.)
- Sorting by locations (shops, arena, se and etc.)
- Maximum stats allowed (reminds me: Add max to skills as well!)
- Type tracking.
- Blocking effects for x amount of days for consumables.
- Reusable/self-desctructing items for misc.
- Different rules for Slaves and Freefolk.
- Quest items.
- Gift items.
- Unique items.
...
- Area effects such as for a building, types, all girls (possibly even gamewide, I don't remember).
- Items transfer screen (personal or building-wide).
- Equipping items from Characters or directly from MCs inventory.
- Paging + Filtering system.
- Actual auto-equip logic during SE.
- Girls go on shopping tours and game reports what they've bought.
- Add gold/experience.
- Poison over overeating.

Pff... it's f#cked up :(

I wonder how useful could be a new field that can multiply current stats just like we already do with skills... I'm afraid that max values will negate its usefulness.

Prolly not very useful.
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Offline Xela

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Re: New items concept
« Reply #43 on: January 18, 2015, 04:36:37 PM »
I prolly forgot quite a bit as well, like free girls tracking what you gave to them...
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Offline livingforever

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Re: New items concept
« Reply #44 on: January 18, 2015, 04:41:10 PM »
Hi!
People want moar items with new mechanics.
What a load of cr@p... items system in pytfall includes (besides the usual icons/price/slots and etc.):
Items with mechanics =/= Mechanics related to items.

Also, my project got extended until the 6th of February...
Have fun!