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Concerning Week 10 of development.

Development

Week 10 has been about the development of the item and inventory systems as well as the structural and conceptual modifications brought to the combat system.

Items (as well as the inventory system) in the game are quite complex and immersive. The player and every NPC in the game has their own inventory. The inventory itself is divided into multiple categories (pockets, pouches, carriage storage etc...). This allows for a segregation based on item size as well as item type/functionality. Weapons are included as a sub-category of items, meaning they can be traded and used as regular items in the game.

Each item has a given durability, value, and a whole bunch of stats (some item-specific, others more general). One interesting note is that items can be tied to an active ability (as well as passive buffs), meaning that having an item that is equipped will give access to a certain ability (e.g.: an ink pot can be "Spilled", making the floor to be slippery and the enemies or allies endure the pain of being blinded, provided their eyes are being aimed at).

The whole functionality of items and inventories has been established in week 10 as well as the inventory UI, which is currently linked to the data within the player's inventory components. Moreover, the equipping of items/weapons has also been implemented, as well as UI functionality regarding temporary abilities granted by equipped items/weapons.

Next week, the implementation of vendors and a trade system will be in order, as well as establishing the basics of the combat system. Originally, the combat system was meant to be a strategic, turn-based system. However, after implementing the basics of the items and inventory, a decision has been made to move further down the action path, to increase immersion and take full advantage of the grabbing/dynamic item switching and abilities as well as 1st-person perspective.

Milestones

All backend functionality is there. UI is also responsive and working. UI for collecting items/interacting with them has also been adapted to suit the necessities of this new system.

Concerns

No major concerns at the moment.
Combat and Quest integration still need to be clarified as more progress is being made.
The current system allows for great complexity in vendor interactions too, which is both a blessing and a concern.

in the words of the great Hank r. hill, "with the joy of responsibility comes the burden of obligation".

in this case, with the joy of flexible and adaptive systems comes the burden of actually making good use of these features and prevent bloatware at runtime.

Media

No Media available at the moment.

DAC

Developer

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