Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

Thursday, 30 April 2026

Classic RPG Inventory For Classic RPG Attributes

 A little difficult to have a game that heavily features looting - without having an inventory to buy, sell, upgrade and equip that loot! So the last month has been mostly spent making an interactive inventory system.

The system is fairly simple, sell loot at campfires for XP, then upgrade your stats so that you can equip and wear better combinations of the weapons and armour that you have looted!

The game features a rather classic RPG attributes system of STR, DEX, CON, etc as well as two career paths, of High Knight Noble and Low Knight Errant, which increase the player's wearable AP stat. The High Path costs more XP whilst increasing Rage Bar buffs - when critical strikes in battle negate enemy defence and massively increase damage - whilst the Low Path allows for quicker AP increases for far less Rage buffing. No more running about in your underpants once you unlock an armour type.

STR and DEX stats allow ever increasing weapon equipment, whilst CON is HP and STA allows for more sprinting, dodging, jumping, and heavy attacks. There is also ATH(letics) for faster running and further jumping and dodging. All very classic RPG style statistics and behaviours that any gamer (video or tabletop) would recognize - to the extent that I've only used the 3 letter abbreviations for the names (except ATHlectics which could equally be called AGIlity).

Whilst I might keep saying "simple" in this blogpost, actually getting the inventory working was a huge mix of trial and error (especially with gamepad only usage) and took the whole month of development.

And here it is in video action!


 With the player now able to loot and gain XP from it, and spend that XP to enhance and equip their character, the next big development milestone is to allow interaction with the NPC warbands. Whilst the various factions happily play the game all by themselves that is not particularly interesting for the squidgy humanoid sat behind the screen - so next up is making friends and enemies of the roaming NPC raiders! And after that, it's sorting out a page on the Steam Store for early access release! (which looks like it will be after the summer sale with the vetting time).

Thursday, 31 March 2022

Players Can Interface With The Interface Part Deux

 March comes to an end ... with me starting a blog in the same manner as February, whinging about the weather ...

I had hoped to bravely remove the winter duvet but I got snowed and hailed on earlier and the wind is coming directly from the Artic. The winter duvet is staying in place.

Behold Stats!

What Does What

Other things which can be construed as mildly irritating is the amount of time I have spent making the Game User Interface, actually useable to the game user ...

As ever, whatever part of indiedev appears somewhat straight forwards suddenly become incredibly convoluted and the gamepad useable menu system has been just this. This included making a brand new input system for button selection that uses both vertical and horizontal selection, including uneven rows and columns.

Blast Monsters

 The statistics were not such a problem as setting out the tutorial in a way that the player could easily digest. Highlighting individual HUD elements seemed the best way of doing this and giving a brief explanation of what the player was seeing in game with any key/button related actions to that element, based on the player's currently selected input type. Now there are some stock engine ways of doing this but instead I wrote my own so all button selection goes through a custom input script.

Win Loot

 This useful and problematic in it's own manner, especially with the input system losing focus if you tabbed out or opened the console, but did give immediate response for sudden changes of input. I wrote my own custom key/input remapping system.

 

Get Swag!

So after a monumental kerfufle, the userable user interface is finally useable by people who are not me and do not know what everything does or means.

Next up is actually getting a build uploaded to Steam.


Friday, 31 December 2021

That Was The Year That Was 2021

 

Look out behind you!

It got windy and I had to climb on the roof to fix some broken tiles by sticking them together with No Nails glue.

In other news, I have mostly been integrating Steamworks with Torque, in all those hard to reach places I haven't used before like Stats and Leaderboards and getting multiplayer achievements to fire.

To be continued ... as I forgot to do this earlier and there's only 12 minutes of the year left ...