Thanks, that formula looks very useful! I think I'll use a very similar one, just need to adjust the "charm" part.
@Danimal:
You are right, typing the numbers is cumbersome, a few quick clicks are probaly the most that a player will accept in the long run.
The story idea is nice. Particularly since I wanted to let the player choose from several characters to play as shop keeper, there could even be a few stories for the characters and their goals. At the moment I'm still busy implementing the trade mechanics though, just finished the code for selling items from the shelf. A lot to do there still, have customers actually chose items "reasonably" and not just buy what is on the shelf.
Thanks, that will help to buff the customer selection :)
I'm still struggling with Blender though, must find a good and easy way to get consistent lighting for all the customer models.
I've made a first version of the trade UI, where the shopkeeper and the customer will negotiate item prices. I'm not entirely sure about the logic for the customers though, how they will value their items, and what sorts of overcharge/underpay they will accept. I guess if the keeper keeps overpaying for offers, customers will tend to come back more frequently, while underpaying makes them look for other shops which pay better, unless they are near this shop anyways and the travel to the next shop would be too cumbersome.
I'm not sure about the font ... I tried several and this one looked best so far. Since Java uses diferent fonts on Windows/Linux/MacOS, it seems the only way to avoid text size problems is to bundle a font that will be used on all platforms.
I've been putting the code together with the new shop graphics. I had to change a few things, but it basically works again. The new item boxes are a bit smaller though and the images have to be scaled to fit, that reduces the quality a bit. I think it's still alright though.
I'm wondering if the shopkeeper should have skills like the characters in an RPG usually do. A few that I could imagine:
- Haggling: Make customers pay more, make suppliers ask less money for the goods
- Identify items: Allows to identify unknown secand hand items sold by customers.
- Repair items: Improve the condition of second hand items.
Last summer I suffered from a bad mental breakdown and it took long to recover. Working on Grafics is something that I can do again since some weeks, programming I hope to return to soon again as well.
So I hope I can pick up work on this project some time soon again.
I've been trying to streamline my process to create the shop grafics, so that in future I can import new/im,proved shop grafics more easily into the project. At the moment I have two building types, a log house and a brick built house.
I'm currently working on improved furniture for the shop, next steps will be a book to keep track of the orders (and quests) and a sort of cash register, which is tricky since I'm not quite decided about the era of the game yet.
The scene file is the 3d version. It describes the object with all attributes in PovRay's scene description language. That's like a *.blend file for blender.
For those who were lured here by the title "PNG Animation" - there is a companion format to PNG, called MNG, which was supposed to serve as animation format. Unfortunately it never caught on like animated GIFs did:
Thanks! I once needed some cacti for a project of mine, and noticed there were only few on OGA. Maybe it was the bad search, but it was the trigger to find out how to make my own. And now there are plenty :)
@watatita micro field:
Thanks, that formula looks very useful! I think I'll use a very similar one, just need to adjust the "charm" part.
@Danimal:
You are right, typing the numbers is cumbersome, a few quick clicks are probaly the most that a player will accept in the long run.
The story idea is nice. Particularly since I wanted to let the player choose from several characters to play as shop keeper, there could even be a few stories for the characters and their goals. At the moment I'm still busy implementing the trade mechanics though, just finished the code for selling items from the shelf. A lot to do there still, have customers actually chose items "reasonably" and not just buy what is on the shelf.
Thanks, that will help to buff the customer selection :)
I'm still struggling with Blender though, must find a good and easy way to get consistent lighting for all the customer models.
I've made a first version of the trade UI, where the shopkeeper and the customer will negotiate item prices. I'm not entirely sure about the logic for the customers though, how they will value their items, and what sorts of overcharge/underpay they will accept. I guess if the keeper keeps overpaying for offers, customers will tend to come back more frequently, while underpaying makes them look for other shops which pay better, unless they are near this shop anyways and the travel to the next shop would be too cumbersome.
I'm not sure about the font ... I tried several and this one looked best so far. Since Java uses diferent fonts on Windows/Linux/MacOS, it seems the only way to avoid text size problems is to bundle a font that will be used on all platforms.
( https://fontlibrary.org/en/font/medievalsharp )
I've been putting the code together with the new shop graphics. I had to change a few things, but it basically works again. The new item boxes are a bit smaller though and the images have to be scaled to fit, that reduces the quality a bit. I think it's still alright though.
I'm wondering if the shopkeeper should have skills like the characters in an RPG usually do. A few that I could imagine:
- Haggling: Make customers pay more, make suppliers ask less money for the goods
- Identify items: Allows to identify unknown secand hand items sold by customers.
- Repair items: Improve the condition of second hand items.
Thanks. It's slowly going better again. Good luck to you, too!
Last summer I suffered from a bad mental breakdown and it took long to recover. Working on Grafics is something that I can do again since some weeks, programming I hope to return to soon again as well.
So I hope I can pick up work on this project some time soon again.
I've been trying to streamline my process to create the shop grafics, so that in future I can import new/im,proved shop grafics more easily into the project. At the moment I have two building types, a log house and a brick built house.
I'm currently working on improved furniture for the shop, next steps will be a book to keep track of the orders (and quests) and a sort of cash register, which is tricky since I'm not quite decided about the era of the game yet.
Thanks for making the previews work with SSL! This a great step forward.
The scene file is the 3d version. It describes the object with all attributes in PovRay's scene description language. That's like a *.blend file for blender.
More info about the scene description language:
http://www.povray.org/documentation/3.7.0/r3_3.html#r3_3
I hope they will be usefu. I can imagine them as city icons for strategy games.
For those who were lured here by the title "PNG Animation" - there is a companion format to PNG, called MNG, which was supposed to serve as animation format. Unfortunately it never caught on like animated GIFs did:
http://www.libpng.org/pub/mng/
https://en.wikipedia.org/wiki/Multiple-image_Network_Graphics
Thanks! I once needed some cacti for a project of mine, and noticed there were only few on OGA. Maybe it was the bad search, but it was the trigger to find out how to make my own. And now there are plenty :)
Pages