Showing posts with label npc. Show all posts
Showing posts with label npc. Show all posts

Wednesday, March 25, 2020

Shops!

Long-ish time, no see! I am almost done with university, one quarter left! And since the last time I posted, I got a job as a software developer! Busy, busy.

Well, it's my "spring break" right now, and due to COVID-19, I've been inside. So I had some time to work on Ponyland, and shops are functioning in a basic sense!

 

Those piles of coins on the ground are my "shops," heh. The shopkeepers are Sweetberry Medley and Lavender Lilac.

Some goals I have since I've implemented this:
  • Have each shop keep a stock of items that varies. Neopets did this; there is a random stock of items in their shop, the quantity of of each item varies, and therefore shops can sell out of items. I think this might be a cool concept because it means that the economy can vary, and indeed on Neopets, there were people who "restocked" items as a way of earning money and getting rare items. I wonder if I could set stock to "-1" for items that want to keep infinitely stocked, like some essentials or something. 
  • Make it so when you buy an item, have some coin particles appear near the buy button.
  • If you can't afford an item, maybe grey out and disable the buy button (but there's a check in place right now that won't let you buy something you can't afford anyways).  
Hmm, besides that, I'm not sure. I think saving the pony's appearance is still a thing to work on. And creating consumables to modify their appearance.

I could also work on Stella's interior, but that'd involve a lot of artwork.

I could try starting on networking, since I just finished a networking class at university. We made a poker game as our final project, and the class has helped me better understand how network architecture should work. Networking is still a really big topic to tackle, so I keep pushing it off.

It's been a while since I looked at my code, I'm thinking a good thing to do would be some code cleanup, and adding lots of comments, since the code-base is getting big.

Sunday, July 29, 2018

Things can be crafted!

Wow. Check it out! I seem to have gotten a rudimentary crafting system working.


"Stella's Cauldron" is a cheat station that lets me "craft" basic items muahahaha.

Haven't gotten the list on the left to actually be scroll-able yet. That would be a thing to work on. Also maybe some sparkly particle effects when you craft something?

Then there's also designing the... UX of it? The plan for the future of crafting is that initially, recipes will only show up when you collect enough items for them to show up. Then, when you craft something once, you "learn" the recipe for it and it'll be saved in that station even if you don't have all the ingredients (it'll be a lower opacity option if you don't have enough to craft an item.) I'll add a "hide unavailable items" checkbox or something as well.

By the way, I don't think I've ever shown Stella Portabella, here is some art of her:


"hey that mushroom on her head isn't a Portabella!" yeah well whatever.