Thanks so much Kee Hoon Ahn. I think it’s improving too. In fact, I put together a side-by-side comparison of some of the art I was using just to see the difference:
In 2014 I made my first sprite, on the left, which was terrible for many reasons. The sprite on the right was the one I used in my embarrassingly bad Steam Greenlight video. In 2016 I was most recently working on the two sprites at the bottom, showing the paladin and ranger armor, with some layers turned on and off to show the different armor tiers. I think they’re a big improvement.
And I just now put this together:
(It’s too bad we can’t actually show animated gifs in our posts here.)
That’s showing my start on the vendor system. I’m still trying to decide on how to determine item prices and was thinking about these systems:
- Set price for buy, half price for buyback: This is probably the most common in Japanese RPGs. It might also be the easiest to implement. It might work best here because that’s just what players would probably expect.
- Calculated price based on stat boost, small percentage for buyback: This is the system at work in a lot of MMOs, making sure that item prices are balanced. Throw in a lot of loot after a battle, and you have an exact copy of World of Warcraft’s vendor-trash economy.
- Supply-demand economy: This is definitely the hardest to simulate, and it might be the most interesting, but it could also just be unappreciated effort. For every item there’s a base price, and then based on the availability of that item in a given city, adjust that price up or down. So with every item you offer back to the vendor, he’ll offer you a lower price. This is the system at work in Mount and Blade, one of my favorite RPGs.
By the way, the items in your inventory are listed individually, and not stacked. The reasons for this are varied, but one reason is that I want to include weapon level-ups at some point. Basically you can enchant your items, but only after you’ve leveled them up through use in battle, and different enchantments requiring different stats (including one powerful enchantment that will require at least one previous wielder to have died). There will be a popup window that appears on mouseover to show you an item’s stats, so you know not to sell that sword that’s about ready for a new enchantment.
But that’s all pretty far down the road still. For now I just have to decide on how to calculate the prices. If any of you have any thoughts, I’d love to hear it. Or if you have any thoughts on the look of the UI, I’d love to hear that too.