So I have not tracked the specific time I spent on either one; they integrate to tightly its often been at the same time but effectively you could say I've been working on each of them for about 3 weeks.
This week I was able to really take the procedural loot to the next level by adding in the loot Prefix and Suffix type to weapons and armor!
So I have a cool screenshot of some randomly generated items to share to show off how that is coming along
So what's not immediately apparent in these weapons is all the components that go in to making the items..
Each item has a "MagicProperty" component which can provide a "prefix" power, and a "suffix" power.
So depending on what Prefix or Suffix your item has it has a name that goes along with it.
So a "Leeching" prefixed item is actually a vampiric property that helps heal you when you damage an enemy with it.
A Suffix of "Darkness" would give extra bonus to your Darkness Affinity - and as discussed previously any bonus to your Affinity Powers will have multiple ramifications. Stacking desired affinity powers for character builds will be a major source of building a powerful character.
Some properties provide stat bonuses, others will provide a spell like effect on attack and so forth.
The properties can also be blank of course meaning they convey no bonus in that case but that's not as quite fun to show off!
So the title of the weapon or equipment item reflects the Prefix/Suffix of the MagicProperty and this is the only way the player currently knows that the item contains some additional powers to those that are listed on the inspector itself.
So below that of course is the normalized Attribute (stats) that an item might have bonuses to your Strength, Dexterity or other attributes.
I created a system where the item can have from 1-5 of these bonuses but currently since I'm designing for the low level end of the game only 1-3 can actually show up.
Furthermore I hope to fine tune it so that if you kill an elite or boss monster you will be much more likely to get an item with better range and value of Attribute bonuses on it as a reward.
So that's it for this week - the procedural loot system is in very solid shape right now it just needs polish and some iterations to make more variety and interesting combinations come out so that the loot will seem interesting and varied.
Thanks for reading,see you next week!
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