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Trading Game Checklist

Posted June 10, 2024 by Xhin



There are 5 Replies


Shop types

  • Create shop types based on broad and/or specific categories. Shatterloop should be useful. I guess stick the data and rarity in the itemgen{} and use an init function to parse it out into a sane list.

  • Create more general shop types that aggregate a bunch of categories for whatever reason.

  • June 10, 2024
    Xhin
    Sky's the limit

    Province Generation

    Provinces should just exist on a 2D grid.

  • Given a coordinate, generate a province. Basically create some number of towns with some number of shops.

  • Connect the towns via the dungeon rooms connect algorithm -- each town has at least two exits that can't match entrances when assigned, which ensures connections. Assign arbitrary prices to each route herein.

    Towns

  • Shops and exit nodes to various town connections should be on a different structure -- there should be "hubs" that connect to POIs as well as each other. There should be randomized landmarks within to improve memorization. Needs some notes I think.

  • June 10, 2024
    Xhin
    Sky's the limit

    Currency

  • Itemize and set up all seven currencies and display somewhere. It needs more balance over the shatterloop one -- each element should have 2 entry and 2 exit. Use the star algorithm here. Ideally short names.

  • Assign each province a currency.

  • Cheat in 10k to each one.

    Navigation

  • Given the province and towns object, interface with the UI and create navigation. Links need to exit at the correct place. Have placeholders for actual shops.

  • Get link costs working.

  • Assign province links as well. Each province should have 4 exits in 4 different towns -- they don't have to follow logic. These should go to the next province in that direction and exit correctly.

  • Get their costs working as well.

  • June 10, 2024
    Xhin
    Sky's the limit

    Shops

  • Shops should generate items according to their types and display the prices (and the local currency) as well.

  • An inventory and its display. Test every single item type again, esp. for doubled categorical display.

  • The ability to buy items for the appropriate currency.

    Selling

  • You should be able to sell items in the correct category. Make sure this is working 100% first.

  • Have a property list that pairs currency chains together, a la a tetrad.

  • You can only sell items in the appropriate currency.

  • Prices for both buy and sell are based on the currency if they aren't already.

  • Some slight markup -- look into how shatterloop handles it.

  • June 10, 2024
    Xhin
    Sky's the limit

    Final stuff

  • Make names better obviously

  • June 16, 2024
    Xhin
    Sky's the limit

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