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Hidden 2 yrs ago Post by Mangrale
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Mangrale Star-Craving Mad

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Welcome back. This latest tangential game feature of mine hasn't been the most engaging to build unsurprisingly, but it's no less necessary for the kind of experience I'm aiming for. A PC's Level/EXP and Team Ranking would preferably be less so an allowance from the GM, and more so an attainable reward rooted in player decisions, from delving into dungeons to choosing what quests to take on, for the sake of a rewarding sense of progression. That's the idea anyway. But make no mistake, I have no real idea what I'm doing. The Explorers games have given me a clear framework along with its Team and Mission Difficulty Rankings. But what I have in store might only be a crude attempt at imitating its inner workings. But let's give it a go anyway!

Player Leveling & EXP
Very quickly I found that EXP "by the enemy" was out of the question, mostly because of how annoying it would be to tally. Instead I scaled everything back to make it as manageable and simple as possible. Have I gone too far in that direction? Probably. Yet it's the process of trial and error (me learning things the hard way) that appeals to me so much. Anyway, here's the plan.
  • Current level determines the EXP required to level up (lvl 1 needs 1 EXP, lvl 2 needs 2 EXP and so on)
  • EXP is earned by each PC through certain actions (especially completing dungeon runs)
  • Every dungeon will be assigned to a Team Rank, which will determine the amount of EXP received upon a successful run
    (Example: Normal Rank = 1 EXP, Bronze Rank = 2 EXP, etc.)

Team Ranking & Mission Difficulty
Naturally, my first instinct is to run with all the unique Team Ranks (Normal to Guildmaster) and the Mission Difficulty Rankings (E to ★9) from the Explorers games. They aren't in contention, but everything else I got is pretty up in the air. See for yourself.
  • A range of levels is recommended under each Team Ranking, for where members ought to be at that point
    (Example: Normal Rank = Levels 1 - 10, Bronze Rank = Levels 11 - 20, etc.)
  • Team Ranking also determines what Mission Difficulty Ranks will be available to choose from among jobs
    (Example: Normal Rank = E - D, Bronze = D - B)(As of now)
  • The amount of Rank Points (RP) a team earns is based on mission difficulty
    (Example: D.Rank E = 1 RP, D.Rank D = 2 RP, etc.)

That's where my mind is right now. As you can imagine, the exact total amount of RP a team needs to reach the next rank cannot be set in stone for now. The Explorers games seemed to have always set Bronze Rank with 100 pts, but I might only follow suit as a tentative mark as I see how quickly players progress towards it within that first in-game year. I'm sure I've made mistakes somewhere in here, but regardless, some of it will be ironed out with testing. Anyway, I'll be back eventually with more on dungeons sometime later. Take care until then.
Hidden 2 yrs ago Post by Mangrale
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Hello! First off, not dead. Secondly, I'm back after a while to post my progress after what time I had to work with. There was some finagling here and there over how a dungeon's details should be laid out, especially considering how certain elements like the number of loot items and enemies can vary significantly over the course of the campaign. Now of course, I've never made anything like this before, but I believe I have something approaching a functional template, which I arrived at by piecing together what significant bits came to mind for that first lowest rank dungeon, and then stripping it all out, leaving just the formatting behind. Have a look!



I thought about showing you all the full version for the first dungeon, but I kinda thought to keep it a secret for just a little longer. In it, I've taken to using plenty of abbreviated text for the finer details. Perhaps more annoying still, I very much intend to see all tables forcibly extended horizontally for accommodate everything included in later dungeons. The online references (bulbiedia and such) I used had additional things recorded, but I hope I've zeroed in on the most relevant. There may be changes in the future.

And of course, since I imagine an eyebrow or two has been raised because of the last of that checklist, I'll say that it's by no means a new concept when it comes to dungeon crawling, but I liked the idea enough to feature it in the future, with a decent idea of how to implement it. It isn't that I'm looking to push players to go through dungeons faster, merely that I like the tension that it brings. Needless to say, this info is for the DM's eyes only, you understand. Anyway, that'll be all for now. Sorry again for the delay. Till next time.
Hidden 1 yr ago Post by Mangrale
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Hey guys! With life sorta settling down for a bit, I wanted to get some small updates to mechanics out of the way before I get on to recording the comprehensive (hopefully) guide for dungeons. Depending on how "involved" these somewhat related features are, additional guides of sorts may also be in order, but I'll decide on that later.

Times of Day
This is an inevitable consideration if I really want to make everything feel a bit more like a simulation, if that's the best way to put it. We've already taken a major step in that direction with the calendar, and I intend for any given day to be further divided, though I may be a tad iffy on exactly how to go about it. The simple answer would be the straight up clock (hours:minutes) approach.

But I feel like just a general division into phases might do the trick instead. I'm referring to "Morning - Afternoon - Evening - Night", with further specifics like "Early, Mid, and Late" to encompass all parts of the day. This will surely keep it simple for all of us, especially when it comes to our post headers. And all 12 subdivisions at 2 hours each still add up to a 24 hour day anyway. With that, it becomes a matter of determining how long certain actions take, some likely to be preset by me while players can have a say on others.

Food and Hunger
This connects with that "resource management" thing I mentioned in that earlier dungeon update. As early as the classic food items, I knew hunger was going to factor in when traversing a dungeon; it was the "how exactly" that I left on the table until now. And when it comes down to it, "hunger checks" for every party member after a predictable number of turns feels like the way to go, the working number I have in mind for now being 10. By moving a space on the map or completing a round of combat, a turn will have passed, and after 10, all members will have to either eat food or be marked down to a lower status condition, with "starving" being the lowest you can go before overall health is affected.

Now where things get really experimental is that I also want hunger to continue being a thing outside of dungeons too. It may be just a matter of setting the "hunger checks" at the right times, likely in the morning, afternoon, and evening. Food will be a resource, and every pokémon (PCs or otherwise) will need enough food to make it through the day smoothly.


That all might be a decent summary of it all for now. This all started as an idea for a PMD game that makes the player into the guildmaster or town mayor, a town/guild management layer that ties it all together. At this point, I reckon this project may be destined for the tabletop section out of all of them once development wraps up, certainly a first for me if no one else. Anyway, thanks again for catching this update. I'm sure you're reading this out of simple curiosity by this point, but I appreciate it nonetheless. I'll push myself to get the next update, likely the dungeon guide, out sooner than this one. See you next time.
Hidden 1 yr ago 1 yr ago Post by Mangrale
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Hello there. Thanks for taking a look at the last update of the year. I wanted at least one update on what to expect from the "Dungeon Overview" section I'll add to the grand info post. It's lacking that part about how to read the dungeon map, but I'll finish up that part on my own before moving on to the next stage of development. It'll more or less be what I already showed before.

Just to reiterate, this is partially for anyone who might somehow see themselves making dungeons along with me in the future, as unlikely as that is. Anyone else may want to know just how far I'm willing to go when it comes to this major feature, yet I'll understand if this is something you'd rather not pay mind to right now, on the off chance that you don't see the need and would rather leave certain things a mystery until they're applied in the RP proper.



I can only hope that everything is as clear as it can be. Changes to the template itself were in order, most notably to my own little addition to the feature checklist. I have certain ideas I want to explore when it comes to dungeons and I suppose it's up to you whether you want to know of them now or experience them the old fashion way when the time comes.

That should do it for now. I'm currently closer to opening this RP for real than I've ever been before, and I couldn't be more pleased with how it's shaping up. There's much to be done still, and while I may not have the clearest picture for what the end looks like, I know what the next step is. More importantly, I'm eager to scrounge up what time I have to reach it. That's not something I take lightly. You give up a few things chasing something like this, but it's one year on, and I'm not tired yet. Anyway, thank you for your attention, even if it was only this one time. I hope you have a really great new year, and if you're as interested in PMDAE as I am, I'll do what I can to make sure of it. See you soon.
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Hidden 1 yr ago Post by Mangrale
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Hello again. I'm back to drop this latest update in my attempt at making all that stuff I mentioned earlier "official", this time with those points about leveling and ranking. There might have been a better format for laying it all out than just the bullet points it started as months ago, but honestly I was taking too long to think of something and wanted it over with so I hope what's there is easy enough to follow. I can't discount the possibility of someone joining who's never even touched the games, so it's with them in mind especially that I write this. There's plenty of reasons to give this RP a pass, but being kept in the dark on how anything works certainly won't be one of them.



Only minor changes here and there really seemed necessary, so if you saw the original list, then this really isn't gonna surprise you, I'd say. I thought about laying down all the mission ranks for each and every team rank (TR&MD, Point 5), but in truth, things like that as well as "RP" requirements for teams to move up to the next rank will continue to be under consideration. Honestly they feel like suggestions rather than hard rules, at least until they're tested for real. On top of that, I'm willing to bet that most players couldn't care less about such finer details, so long as the game remains engaging enough all throughout. To anyone else, a pointer or critique will be appreciated.

Just a while longer and I'll be ready to continue delving back into new features and points on the continent. I have something stupid and reckless I want to try, but there needs to be at least one more public POI on the "map" (no literal map is involved) before I start to unveil what that is. It was something I actually thought of before I heard someone else mention it in passing. It's doubtful that too many would be interested in it when all is said and done, and it probably sounds cooler in my head, but I'm too curious to not look into it if nothing else. Anyway, I hope that the new year has been fair to you so far. Catch you later.
Hidden 1 yr ago 1 yr ago Post by Mangrale
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Hello again! With so much on my plate, I wanted to say what I wanted on what I'll call "Times of the Day" for this short update. While the visual aid I made is rather crude, it should get the point across. From wanting to help make the "Early, Mid, Late' divisions more relatable, I made the last row to see them correspond to actual clock readings (not to be referenced in IC posts but just a way to understand it better here). Would I say it's clean and perfect? Of course not, but after settling "Afternoon" as starting at 12 p.m. and following the 2 hour rule, everything fell where they did. It got easier to live with after I reacquainted myself with the difference between "Midnight" and "Mid Night".



Again it should be mentioned that there will be certain spans of in-game time that encompass multiple days, players able to choose when their posts take place. That means that a decent number of days will likely be skipped by everyone, which will progress things along at a reasonable pace. Furthermore, not mentioned in the list but which obviously will be a thing, the time of day dictates a lot of what every character will be doing. For example, although maybe not the most accurate thing nowadays, I'm likely to run with the "8-hour sleep" rule wherein, for this setting, in order to wake up comfortably for breakfast (likely at "Mid Morning"), you'll need to start sleeping at "Early Night". A strict regiment may very well be in our characters' future, but at the very least there'll be a status ailment attributed to not getting enough sleep. Anyway, more things might come to mind later, but the final decision on "Food and Hunger" will be up next so I'll see you then. Later!
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Hey again. I know I wanted to get "Food & Hunger" out relatively soon after the last one. It's short but no less important to what it means for the project, course adjustments may still be in its future. First thing that came to mind while writing it: I may have to tweak all the food item descriptions I already made to conform to this new mechanic. There will likely be more food options that will become available, and I'll have to determine whether "slightly" and "amply" from the games will be good enough descriptors in the end. For all I know, maybe having them correspond to "+1" and "+2" respectively will be just fine because everything to come will use them.



As annoying as it may be to tally, every in-game day, whether IC-relevant or not, will carry a toll on the settlement's stores of food. Some work will need to be done, but I believe that I may be able to streamline it to a certain degree. And just in case anyone's worried about worst case scenarios, I'll say right now that I'm not about to let things get so dire that everyone will wind up starving and scrounging for food to keep from fainting. For one thing, the outpost won't be without its outside support in the form of shipments. But even if all else fails, if the worst should happen (and no one else has the will to continue, more importantly), then the outpost will be abandoned and its game over, so it's not like anyone will have to live with the result of such failures for very long. But I'm getting ahead of myself. Until next time.
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Hello once again! The more I thought about it, the more I realized how important it is to say as much as I need to on the dungeon side of the RP while I still have the mind for it. That's not to say that this is the last word of course. That much will have to wait until I run a test scenario to try and gauge how all these features play together. I can't very well set up something with this many moving parts without at least some testing. For now, it's all about that secondary part of the "Dungeon Overview", the intro to actually reading the dungeon map. Again, there's more that'll come into the picture, but I may be able to leave it as that for now.



Probably another dungeon-related section in the farther future, but overall I may be up for moving on to something a little different, something to break up all the mechanical stuff I've been doing up until now. I'm gonna push myself to get back into some spritework for one, while I arrange another public spot on Aurora's "map". I'll let you know where my mind is at from there, but I'm pretty sure that crazy idea I totally thought of first can come start to come into focus. Sure I can tell you now, but I'd rather you be disappointment over it later. For now though, I appreciate you taking the time to read this update and hope you take care until I see you again.
Hidden 1 yr ago 1 yr ago Post by Mangrale
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Okay the past weeks kinda took a turn for me personally, so I wasn't in the position to get done what I wanted to, namely the map additions. I did want to stop by with some fun additions to the calendar however, part of the initiative to keep the world feeling more alive. Part of me thought about keeping special events like these a secret until they come up in the campaign, but decided against it, largely because this is a world that some PCs might have some history with for some time before the story begins for real. Even so, if I were to play a character experiencing the world for the first time, then I'd probably ignore these things until the story reaches that far. Up to you though.

🛍️ CLEARANCE DAY - The original event, that heart-warming occasion when the generosity of moguls came hand in hand with the competitive spirit of businessmon to make a united front in behalf of another land ravaged by disaster many years ago, has been commemorated ever since by upstanding merchants all across the known world! Taken to Aurora by Lucky Koban traders, every year more and more new store owners adopt the tradition of generous sales and borderline ill-advised price-slashing. Many stores will boast some of the deepest limited-time deals in the year, sales so deep in fact, that not even a secluded shop can escape... from the savings!

🎣 KING SINKER COMPETITION - Ever since landlocked mon first tied lines to sticks, presumably to express their perceived dominance over the wild and watery denizens they literally looked down upon, the question of ''Who can catch the biggest one?'' has inevitably taunted the imagination of many an idly expecting angler. Plenty of shores across the seas will have their annual try at an answer, and the King Sinker Competition is how the Gulf reels in old and new anglers alike. For three days, Swift Breeze Harbor opens up to any number of eager casters, with exciting prizes awaiting anyone persistent enough to bring the greatest catches to the surface!

📦 UNCLAIMED PACKAGE SWEEP - It's only natural that even the best in the business can be left with the odds and ends of circumstances beyond their control, and of course Zephyr is no exception to this. For any number of reasons, letters and packages can be left unclaimed, the parties involved in their delivery left unaccounted for, with the office involuntarily holding the bag every time. In response, in days like this, all Zephyr locations will clear their stores of disowned deliveries neglected for thirty days or longer. Privacy when it comes to letters is respected right down to their disposal, but certain channels exist for lost parcels depending on their value.


These were fun ideas I came up with, but each for a slightly different reason, and they represent three types of special events to come on the calendar: (1) a passive feature for the whole day, (2) a full on event over one or more days, and (3) an operational function that can lead dynamically to other things down the line. Now when it comes to set events like contests and celebrations, what immediately comes to mind is the matter of how important attendance will wind up being. For now, I feel as though things like competitions may very well be optional in the end, unless we manage to incorporate them into our respective stories. It'll likely be important then to make our intentions known one way or another in advance. That's all I have time for currently. I'll be back sooner next time. Take care.
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Okay so that's the last time I make any predictions. Most notably in this one is the addition of a new point of interest in the Meridians, Lake Yore. A back and forth was had over the type of locale it'd be, either a normal POI or a full on dungeon. In the end I decided that it'd be too "in the way" and accessible to be handled as a dungeon, but I'll likely have a real dungeon nearby. Certain lakes have been dungeons in the past I believe, which honestly does seem kinda weird now that I look back on it. Reckon I ought to look into it for the future, but that'll be after I come up with some way to marry the ideas of a water body and a labyrinth together.



At least two features are going to be included, and I very well may get them up next time. For now I'll leave things off with the latest sprite I tried to make. I know I said that I wanted to ease off on the extra weapon sprites, and indeed it might be asking too much to make something unique for each and every variant of arms. But lately I couldn't shake how different bows and arrows are in this case and so couldn't help but try my hand. This is as basic an arrow as it gets but I just want it to easily communicate what I need it to. Arrows, in all their varieties, are nice to have in the right hands but require quite the investment, such as a quiver in the equip slot to carry a sensible amount. The bow of course is due next time, and only time will tell exactly when that will be. See you then.
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Hello all. Never a shortage of things to deal with, but I wasn't going to be held up forever. I've been deciding on how far Lake Yore has come by the start of it all and I think what I have works for the time being. It's just two for now, but like for other locales, their total POIs are due to change (usually grow) over time. Course, I wanted a format that's easy to follow, just in case players want to submit some ideas for certain PC-made POIs in the future. Depending on what they are though (most certainly for built structures), I'd want there to be in-game investments toward setting them up. To that end, some minor sprite-work for resource items may be in my future.




Like I said, here's the bow I mentioned, likely the last weapon I'm ever going to make, but who knows? Maybe something just as simple might come along. For all weapons, if you got it in your inventory, you can use it whenever, but stuff like arrows are limited and can only be stacked in special equipment like quivers. Early game probably won't see you in a position to start with a huge quiver letting you carry enough to spam your way through whole dungeons. We gotta start somewhere when it comes to gear, so think way fewer in number. Not final, but maybe 5 or 10 arrows total. That's what I got to share for now. More is sure to follow. Until next time.
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Wow, so much has happened since last time, even on my side of things, and only so much of it good, let alone conducive to my progress here. But still I do have a little something to share. The calendar notifications are always nice to dip into now and again, and these very much are a part of the attention I'm giving to the wild pokémon of the land. While I did these, I sorta took to calling the wild pokémon you encounter as "wildlings", and if I stick with it I'll certainly have to add it to the glossary. Apologies for the dark emoji marker I used for the migration notice. I hope it doesn't pose too much of a problem.

🪺 WILD NESTING SEASON (STARTS) - From research dating as far back as the turn of the century, it has been found that wild pokémon are given to certain behaviors over the course of their endeavors. On the subject of their nesting behavior especially, it is generally understood that the agreeable environmental conditions associated with this range of time may encourage eligible wildlings to find equally suitable mates and raise their resulting young. Unique nesting methods may be observed depending on the particular specimens involved, but one should nevertheless expect an increase in such territorial groups that quickly swell in members.

🪹 WILD NESTING SEASON (ENDS) - As the land surely bends under the weight of competitive instinct, so the height of nesting season gradually fades and surrenders to a steady leveling-off in populations. In their own due course, the offspring grow towards independence and venture further away from the nests, as much a move to secure less contested sources of food as it is a bid to seek out territory sufficient to their needs. Thusly, after this day, wildling densities will, for the most part, more closely resemble what they were prior to the start of the nesting season. Certain oddities can occur however, so caution may still be advised in some areas for months afterwards.

🐾 WILDLING MIGRATION NOTICE - [NOTIFICATION DETAILS] Wild pokémon traveling in groups from one area to another isn't at all a rare occurrence, so this notification is typically used regarding unique cases. Such noteworthy factors can include things like the size of the crowd, the peculiarities of the wildlings involved, to even the distance traveled, among other observations, and reasons for the migration itself can also vary. Since these events might be harder to predict, short notices can be expected.


Thinking more about the relationship between the RP's campaign and the actual year-long calendar I made does raise some crucial questions about what's realistic for the RP. For a while I've been working towards ensuring an entire year is completed by the end of the RP, which seemed to make sense at the time. However, I needed reminding that the the main story, where much of the forward momentum of the plot can be drawn from, may call for either more or less days than a single year provides. My money is on longer, but that's not to say that the "arcs" that make up the story in its entirety won't potentially take as little as a few in-game months. I'll get back to this later on, but for now that's what I got. Take care until I come back. See ya.
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Hello there. From early on I was aiming to keep this project with as few hard, numbered stats to keep track of as possible, which might be a weird thing to go for when eyeing the tabletop section, but it'll probably be alright. To that end, I wanted things like health and statuses to be easily tracked, even if the scenarios that surround them carry a heavier emphasis on collaborative writing than strict number crunching. Honestly it made the most sense to follow the same stage-based scale as is the case with hunger, with health also notably having additional stages above the baseline, these being accessible through items like sitrus berries. Here are the details as they stand.




Under the working layout for CSs, "Health" and "Status" are recorded separately. I'm sure you can imagine how much I'd love for all players to repeatedly update their CSs for every change that their PCs undergo. Honestly though, I wonder how realistic it is to expect something like that. It might be something to bring up with the players once the time comes, but I'm pretty sure some kind of understanding can be reached. A full breakdown of all Health States and encountered Status Conditions will be recorded in the "Chronicle" section of the main info post, to be released at the start of the RP. The next update is a showcase of the stages for health and a few general conditions. That should be before the year is up, but we'll see. Thank you for stopping by. Take care.
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Greetings. Figures things didn't go as planned but that's the nature of the beast, I guess. Before we move on to what I had planned initially, I wanted to touch on something I'm hoping will be helpful for item descriptions, more specifically items such as the apples and berries, what I'm filing under "base food items", though it may apply later on to other types as well. I'm debating whether a redo of the written descriptions are in order, but for now I've settled on a straightforward read of how the item's effects apply for this game. Here's an example for the Sitrus Berry.
Sitrus Berry
Here's the extraction from its "Abbreviated (Cursor-Activated) Text":
│(+1 Hunger at < ''Full'') (Resets Health at ''Downed - Grazed'') (+1 Health at ''Good'')

I tried to make it as easy to decipher as I could, but they're explained as follows.
(+1 Hunger at < ''Full'') = Improve hunger level by 1 when user is lower than "Full"
(Resets Health at ''Downed - Grazed'') = Reset health state back to the baseline, "Good", when user is either "Downed", "Grazed", or anywhere in between.
(+1 Health at ''Good'') = If the user's health state is "Good" when item is eaten, then the "Great" health state is granted



Unfortunately, it's only the main two for now but more will follow, maybe even next time after I sit on these for a bit. Interestingly, I thought about having the penalty for hunger checks while "starving" to be damage along the health stages, but thought it would be more fun to explore other avenues, like status conditions. The same might go for being "bloated" for long enough, as I'm sure you can imagine. The question did arise though: How do you even get that to that point aside from food that specifically "raises belly size" by 3 points from "Full"? Well an idea I had was essentially special foods (desserts?) that do little to nothing for you when bellow baseline hunger but will fill you up at any stage after that. Sounds quite ridiculous but I kinda like the idea for what it is.

For the addon to food descriptions I showed off up there, I hope that they'll prove easy enough to understand even far down the line. As you might have guessed if I hadn't mentioned it before, cooking more elaborate foods may be a thing in the future, but the question of how in depth it will get is of course up in the air, perhaps something for players to eventually collaborate on and me to help balance. Anyway, thanks again for stopping by this little project of mine. I wish you all the best during this new year. Until next time.
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Hello there. This will have to be another small one, as life picked up in bad way. I mentioned last time that I wanted to get down a few of the classic status conditions, but before I knew it I pretty much listed out all the ones referenced among all the seeds and orbs I put out before. An attempt was made to alter some of the the in-game directions found in the reference site, specific rundowns of effects that unsurprisingly won't make sense for how dungeons will be handled in this project. More passes may be in order, but I think these will do for now. Now when it comes to "Durations", or how long these effects typically last without the use of specific items like berries, some of the entries at the reference site typically gave a range of turns (e.g. 10 - 15 turns) when their effect is expected to end on its own. Might it be better in the long run to instead pick a single definite turn for it to end? Possibly. But for now I just went with a 20% chance for an early reprieve until the last turn.



I don't know what possessed me into arranging them in alphabetical order; I'm just gonna add more later. Anyway, because this update is on the lighter side, I wanted to address the beginnings of a potential new feature that's been on my mind for a while. Essentially, it comes down to a basic, shifting market that'll be active in the background. I'd like the prices of at least certain items to fluctuate over the course of the in-game year. Whether general shifts occur every month or more frequently, I think that this adds that extra layer of strategy to trading in general that I'd love to explore. And while those broad shifts might be relegated to RNG to a certain extent, some prices really should be tied directly to events and situations in the setting itself. I know this'll just open the biggest can of worms, just the worst slow-motion case of feature-creep you've ever seen, in other words - a total mistake. But it is my mistake to make. Plus, I'd welcome the extra diversion. All the same, thank you for paying this project a visit again. Take care until next time.
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Mangrale Star-Craving Mad

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Hello again. I'm back with the follow up to the in-game market idea I brought up before. To attempt to simulate something of this nature is no small feat for me, but I knew it would bother be in the long run if I didn't give it a try at least. Of course, it occurred to me that the buying and selling of goods (for certain things like grown food, which is what I started with here) doesn't just involve shopkeepers and their customers, but also the initial producers of those goods. So when it comes to the "base food items" as I call them in the WIP table shown below, the "Cost of Goods (COG)" refers to the set price that suppliers such as farmers offer their goods under. From there, resellers consider the cost involved with transport to determine the total they need to invest. Next, the "Overall Public Interest (OPI)" may also change randomly or as a result of in-game events during a shift, though likely between "low", "medium" and "high". These should come with definite modifiers in the end, but as you can guess, these are all leading to the "Market Price (MP)", or where the resellers and customers can most easily meet together in price. That was my thought process when going into this table as it is so far. Feel free to take a look.



Naturally, these are not the final supplier prices at the start. Given that resellers will have to buy in bulk, individual unit costs may have to be as low as can be as a baseline. For now, I wanted to get a feel for these items' relative values to each other. It's close but not quite there I think. It's mainly whether or not an apple should be half the price of a big apple and the same price as the status-oriented berries. As for the absent items, grimy food is obvious, but I'm also feeling that sitrus berries, huge apples and golden apples are too rare to be handled in such a way. Cases like these would be perfect candidates for tactics like bartering and haggling. The special seeds and orbs could be treated in a similar way, as some are going to be far rarer than others. I'll tinker with it some more before deciding if I should move ahead with it or not; surely I'm missing something here but then again, this route may be well within what I'm capable of handling. I'll let you know either way. For now though, thanks again for stopping by. See ya later.
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