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A new system Pocket Shop

06-04-2006, 11:36 PM#1
weaaddar
I'm currently working on the next system to add to Drag and Drop systems, which is going to be one of the few that actually use the titluar interaction type.
The system will be a pocket shop. Dragging items to it, will pawn them, and clicking it will open the item's inventory. I've no idea how much people want out of it, so I'm going to try to make it multi-instancable in the sense that there can be multiple type of shops. (it would be retarded to make it only interact with one unit).

I like the notion of having a linked ability with it, something like charisma that the higher your charisma is more/better items can be purchased from the shop, and perhaps getting a better rate for selling items back to the pocket shop.
The shop will charge a premium on both services, giving you higher prices for items, and less money on items pawned, but with unparralleled convience.

More over, the seldom used runes can now become staples of the pocket shop. No one would pruchase a rune of attack speed++, or of regeneration, at a normal shop; you would lose thier effect when you most needed it, in combat.
Like a normal shop, ussual rules apply, you could make an item that you can buy only a limited amount, and you can make an item that has a cooldown until it restocks. Uniquely possibly a condition for it to restock. (I.e. the shop might add stock to potions if you bring herbs).

The system will be highly configuarable. The items that you can buy at the pocket shop will use a simmilar dual node trick like my pitems in drag and drop systems. An item that you can click will be one part, and another will be a power up that will be added to the hero thats using it. Since the second item has to be a powerup, its highly suggested to use a pitem.

So what do you think?