development thread

Discuss the sequel to Planet Stronghold here
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jack1974
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Re: development thread

Post by jack1974 » Thu Dec 21, 2017 8:47 am

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inventory paperdoll added. I think the inventory is complete, even if I still need to define the various helmets. I also plan to filter the items to show only the ones your active character can use.
I wanted also to try sorting them by power but that's beyond my skills :oops: (I've tried but failed)

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Jaeger
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Re: development thread

Post by Jaeger » Sat Dec 23, 2017 2:49 pm

With all the different weapon types of weapons and armor, is there a reason to use one type over another?

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jack1974
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Re: development thread

Post by jack1974 » Sat Dec 23, 2017 3:01 pm

I'm not sure I understand what you mean? Like in the first game you can take advantage of enemy weaknesses against a specific damage type, but it's not really required (maybe except at higher difficulty levels).
I could also manage to implement Troyen's suggestion so that damage type has also a specific side effect, like explosive can do splash damage and so on, but need to see how it will work in game first.

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Jaeger
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Re: development thread

Post by Jaeger » Thu Dec 28, 2017 8:43 pm

I meant different types of weapons like pistols, SMGs, rifles, etc. Do firing modes differ in ways other than damage and bullet consumption?

In the older threads, the more powerful weapon and armor classes have a have Equipment Capacity EC cost, which meant less room for other equipment like medkits. I assume this wouldn't apply anymore, since this was when the new RPG framework was in the works.

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jack1974
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Re: development thread

Post by jack1974 » Thu Dec 28, 2017 10:36 pm

Ah that. Hmm well, yes since using the old framework means the inventory is shared, and not specific of each character. I could probably tinker with it, but not sure how difficult it would be.
But on the other hand I'm also doing the gameplay different so maybe it's not needed. Beside damage and firing there's also of course time/delay and accuracy. A sniper rifle is slow but has very high chances of doing a critical (double damage or more, have yet to decide), while an SMG is very rapid fire but has like 1% to score a critical for each bullet. That should be a bit interesting already I think :)

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Re: development thread

Post by jack1974 » Sun Dec 31, 2017 1:09 pm

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things are getting serious! :lol:
That is the icon for the "burst" attack type. I think it describes well the action :mrgreen:

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