Inventory, Items, and Abilities
procedural random generation perlin noise
Started work on the inventory today: bags, boxes, etc... I'll be glad when this part is done, if feels too much like book-keeping. I also did a "magic numbers" push, and while there are still plenty of 'em left, damned if I didn't squash a whole boatload of the little buggers.
Item stacks. I've decided to not do stacking items for now, and not just because I'm a lazy freak. (I am.) But also because I have a feel for this game now, and I think an over-arching theme will be resource scarcity; and bag-space is just another resource that I want the player to have to manage carefully. Carrying around six stacks of 20 health potions isn't scarcity. Each and every slot that the player owns needs to be carefully devoted to that which will help his survival, and success or failure in each venture can come about as a result of the equipment carried. Now, I will implement various storage bins and chests as needed; I want people to be able to collect all manner of interesting things. But the personal bag-space of the player is going to be limited; how limited remains to be seen.
This is the fun stage of a project right now. The TODO list just keeps getting longer and longer, and it's a beautiful thing because it's no longer filled with things like "Implement the engine" but rather with things like "Consolidate item definitions and build a standard table structure", "Fix item picking, it's somehow broken", etc... Concrete, easily achievable tasks that I can pick and choose from to see some real progress made. It's difficult for me to get to this state, but once I get here it's awesome.
It's also kind of difficult, because now I'm into the thick of things, and every change or addition has consequences, many of them unforeseen. Codifying the item tables means coming up with a generalized structure of an item, which means coming up with the system for Using items, which has bearing on Combat Skills and Abilities, which means I need to codify a standard structure for them (no more "test projectile"), which means I need... well, you get the idea. But as complex and mind-boggling as it can be I think that this, right here, is the soul of game development for me: sorting order from the chaos of ideas and half-formed inspirations.
No screenies today, not much new to show visually, but I'll post something tomorrow when I've got bags and boxes somewhat working.