Hey once again!
This week has been a bit of a slower week for me. A lot going on in personal life and some other behind-the-scenes stuff in the game.
The focus this week was completing the shopping mechanic. In finishing this, all items and item management scripts and mechanics will be completed. Now the buying part of the shop was already done, players could walk into the shop and purchase items and leave, SIMPLE!
But there was an issue, in the price of an item was hardcoded into the items database. This was an issue, as I wanted different vendors to sell items at different prices. Leading to players having to choose if they want to try their luck somewhere else or purchase the items from the current vendor. Therefore, in order to do this, I needed to do some rewrites to the code, nothing complex at all… but wasn’t fun lol.
Next, the taste was to add the SELL option. I want players to be able to sell the items they find, as both a way to manage their inventory, but also to express the difficulty of communication. So, what do I mean by this?
In the first, game any time you interacted with the shopkeeper, you would have to do this in a conversation battle. The aim was to demonstrate the difficulty those with autism have with performing any minor taste that involves a social situation. I say it was very effective at it, but it was one of the main set pieces and mechanise in that game. Here, buying an item is no longer a focus in the game. When a player wants to buy an item, they do not want it to take them 5 mins to do. Therefore the system was streamlined, so they can be in and out within 30 seconds.
But I still felt like it needed something more to it. Therefore in the selling mechanic, players will have to bargain with the store owner over the items they are selling. Depending on how effective they are in the conversation battle, they will be able to get more for their items.
But that’s a job for next week lol
See ya next time!
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