Let’s talk a little about our items and inventory!
We tried to minimize the use of a generic treasure chests. Instead, healing items are all plants and mushrooms that decorate the world and other items also get their own unique sprites.
Shards have special pedestals that change color depending on the shard it holds.
Other rare items also all have unique sprites. We hoped this would make the world feel more fleshed out.
We mentioned in Devlog 2 that there will be a shard crafting system. Similarly, there is a cooking system in place that allows the player to turn healing items they find into more powerful items so that the 99 early game berries you still have can be made into a much better end game healing item. As we planned out our system, one of our goals was for every item to be useful at all stages in the game. We feel we’ve pulled this off.
One thing that’ll be a little different than your average jrpg is that there is no money. With the crafting system for equipment and cooking system for items, every item is useful from the beginning of the game to the end. We started off with a gold system, but realized it added nothing to the game, so we removed it and it makes for a simpler, more enjoyable experience.
0 comments