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Qweeg

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Everything posted by Qweeg

  1. Hi all, For the crafting module all the possible craftable objects are listed with the ingredients. However if you have a heavily crafting biased game this list can get very long. So I was thinking a useful feature would be to have a dropdown list at the top to filter the things you can craft by object type (like you have when you view the objects table in the admin panel). So you could select Weapons and just see the weapons that can be crafted. This would make the list easier for the player to read. It could be optional - so a config option as some games may only have a few items that can be crafted. I will need this myself a some point so will play about with it then - but I was wondering if it might be a useful addition to be considered for the standard crafting module? No worries if people don't like it - just an idea :-) Cheers, Q
  2. Ah okay, apologies - I was thinking along the lines of gmoores post:  
  3. Thanks Kyle - all makes sense.
  4. Dawn 2055 is a text based game that makes good use of a map feature - at least I think it works well ;-) : http://www.dawn2055.com/
  5. Okay thanks for the tip. Out of interest why are some of the tables not visible in the "Admin Quick Links - Tables" section. For example OBJECTS; OBJECT_TYPES; and OBJECT_TYPES_ATTRIBUTES are all there; but OBJECT_ATTRIBUTES and INVENTORY are not?
  6. Hi there everyone, Very new to this so apologies in advance if I ask dumb questions. One thing I like in games is the ability to have items with prefixes and suffixes and levels. So for example: Axe Axe +1 Shining Axe Shining Axe of Death Shining Axe of Death +10 In this example the Axe has a base damage. The Shining prefix might give you another benefit - for example you get 2 attacks per round, or fast recovery or something. The Death suffix night give you a percentage chance to kill the enemy in one strike. And the + modifier increases the base damage of the item This gives lots of flexibility in crafting and upgrading of weapons and other items. Also you can give bonuses for complete sets - so a full set of shining armor might give additional bonuses to the wearer. Looking at the engine it seems to use a single table for objects. So I guess my question is has anyone played about with doing something like this, and also how do you think it best to structure it? I was thinking you might have separate prefix and suffix tables. If you had a maximum + modifier, for example the highest was Axe +10 you could store 10 items in the objects table and then apply the prefix and suffix separately. Or you also store the + modifier in a separate table too. Anyway I hope this all makes sense - any tips or experience of this type of item leveling would be really appreciated. Many thanks, Q
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