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Re: Re: [Adonthell-general] Items/Inventory


From: Nils Fohrbeck
Subject: Re: Re: [Adonthell-general] Items/Inventory
Date: Tue, 23 Apr 2002 08:06:12 +0200

address@hidden schrieb am 23.04.02:
> Hi Nils,
> 
> Right now I am working on the inventory/items system for the game, so 
> any feedback is welcomed!
> 
> > When I started making up some items, I realized that we will have to
> > define an item format. I think an item should be defined by its
> > category (eg. small shield or fire spell), then it should obviously
> > include a picture (which would be used in the inventory) and I would
> > suggest an icon of equal size for all items, no matter if it a
> > two-handed sword or a diamond (should be easier to programm and
> > implement, no doubt). 
> 
> That is certainly the way it is going to be done :)
> Another word to the graphical representation: I think the best way is to 
> include an "amount" for each item in the inventory class (such that if 
> you own two items of the same kind they won't be stored as two items 
> but as only one item and amount "2"). The icon of that item then would 
> be the basic item-icon with a little "2". What do you think?


Definately a great idea! Especially usefull for potions and the likes.


> 
> > Furthermore an item should hae a descriptive
> > text giving background information, as well as a description of its
> > gaming relevant properties (a table maybe?). Actually a lot of work
> > has to be done with the whole inventory ect. I just wanted to give
> > some ideas and start the discussion, because all this information is
> > needed if I want to start making a list of all the basic items
> > available in the game. Nils!
> 
> The idea so far is to have several basic item types (such as weapons, 
> armor or books) and each item of a certain type posseses attributes 
> that specify the item (f.e. the adjustment of the attack/defense values 
> of the character). Moreover, each basic item type (or maybe each single 
> item - haven't decided yet) has certain possible "actions" such as use, 
> drop, read and so on.
> I hope to have some usable code by the end of the week!

sounds great! the item category could also define how to use the item (eg. only 
weapons can be used to attack). I'm looking forward to seeing first results.

nils!
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