Sunday, November 23, 2025

Mainly Other things, but also Trade Purchase Animations

So, I've added a good bunch of starting content now, with some initial quests that open up new conversations and guide you to places you'll want to visit early on.

I've also gone in and added a good deal of conversation with some NPCs at the start, where you'll be able to get a bit of a better idea of where you're starting off, and who and what is about.

Then, I of course was running through these quests, making sure they all work well enough, that conversations pick up where they should etc. They seem to be good now.

One of the last things I wanted to fix up is the Apothecary in Floren Farmstead. The only effects she was selling was something for me to test the code working to sell them. So, I needed to give her a Resurrection, and at least one buff that lasts a good while. As I was testing them out, trying to look at it with fresh eyes, it really seemed that there wasn't enough feedback shown in that screen to show you that in fact, the transaction worked - and your character got the buff they'd just paid for. So I've also added some animation code that will make it really obvious that you did in fact purchase the selected buff, and that it was applied. I then reused that code to improve the way that vendors with normal items work, so you get that additional feedback there too.

One thing I'm not currently sure on... is how to stop tokens being sold by accident. Each of your characters will start with a guild token of their class for example - and you can use those to get a good quality starting item for them, much better than you can afford to purchase to start with. In other places, a quest reward might be a token you can exchange for a particular item. So... complete a quest, and you'll be able to PICK the reward you want, rather than say a mage getting some heavy hammer great for a fighter, but pretty useless for them. Now, the catch is... if you can't sell them, it seems a bit janky. But if you sell them by accident, you'll not be able to get the reward.

More thought on that before I implement something. I am currently leaning to blocking certain items being sold. You'll be able to destroy them in your inventory, but not sell them. It'll stop I think the vast majority of whoopsies, and won't be too much of an issue otherwise. And I can implement that with a value of zero perhaps, so the only things that appear to sell to a vendor have a non-zero value.

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Mainly Other things, but also Trade Purchase Animations

So, I've added a good bunch of starting content now, with some initial quests that open up new conversations and guide you to places you...