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Project: Tharyn's Tale
Project Started: 25th June, 2008 Last Update: 13th June, 2009
Project Owner: Zezard Project Members:
Project Type: Adventure/Action Platformer Project Progress:
More Info: www.zesapolis.com Faves: 8

Inventory
Posted 10th Aug 08, by Zezard  
Hi again!

Now the base for the inventory is complete. It consist in a circle menu which can be rotated clockwise or counterclockwise. If there is an item which you can have multiple of in a slot, a stock counter will appear next to it.

It handles three types of items; edible, drinkable and throwable stuff. There are also a lot of items which will serve a more specific use, like the Chain Sabre, but these are handled with their own sets of events.

The information about the effects caused by items is stored in an array object. The first 50 columns are reserved for edible items, the next 50 for drinkable. The 50 after that are for throwables, and higher are specific artifacts. Depending on the type of item, the information is handled differently.

I don't think I will use all this room that I have made for items, but I don't want to run out of it when I realize that I forgot to include cake as an edible item. I want the items to be a little like in River City Ransom, where you buy and try a little of this and that. Not like Secret of Mana 2 where you get tons of stuff which you never have any use for.

A problem I have thought of before, but which became very concrete for me now, is the difficulty of making good controls. All inputs are custom variables, but there is still the problem of finding good combinations of these, and events in the game, as there are much more than 6 things you can do.

I use 6 buttons excluding the arrows and 2 of these are item and magic buttons. When these are pressed, other buttons work in a different way. When the item button is pressed, left/right (will change to up/down as it is useful to be able to move sidewise while using an item) rotates the inventory and the action button uses the selected item.

I think these controls might work if you play the game with a gamepad and use the buttons on the back of it for item and magic activation. I'll see how it works when I get home to my apartment and gamepads in a few days.

Now I will fix the holster and draw events for the Chain Sabres and pistols, and then begin working with the battle system!
Do you have any ideas for what could be included or changed with my project? Just something to comment on? Give me your input, it feeds my motivation.
Preview


Posted by Codemonkey 11th August, 2008

This sounds awesome! BTW did you make that fantastic looking tree?
 
Posted by AndyUK 11th August, 2008

I'm impressed. It's still a little scruffy, but it looks great.
 
Posted by Zezard 11th August, 2008

Well, yeah I made that tree. I'm especially proud of the branch-colored leaves in the lower right part of it. Photoshop and a pen tablet, and that kind of graphics are easy. Image But thanks anyway!

The voxel-graphics require tile-kinda graphics, and I haven't really taken myself time to make good varied tilesets. But when I have finished a good part of the sword fencing and perhaps also pistol shooting, I just might work a little on new environments and more irregular platforms and bd.
Comment edited by Zezard on 8/11/2008
 
Posted by Klikmaster 11th August, 2008

I think the best thing to do about the controls is give a few people an alpha version of the game to test so they can give suggestions. I wouldn't mind helping in that regard hehe.
 
Posted by Zezard 11th August, 2008

Yes, you are very welcome to help me testing this. But I want to finish at least a little of each aspect of the engine first.

I'm planning to release a beta of the engine once I have finished the base for the battle and magic systems and made the iventory so that you can not only use the items in it, but also pick up stuff etc.
There are also a few more things that I want to add and adjust in the transport and puzzle related parts of the movment engine.

Also, I have to get back to my apartment and boot my server so that I can upload stuff a little more effeiciently.
 


 



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