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Ideas for development: Simplifying the item lists into table

Posted: Thu Jul 04, 2013 8:37 pm
by Cioumpy
Hi, guys. This is my first post, even if I'm being wandering around for quite a while, now. :lol:

Speaking of items, the brainstorm of ideas I found on this forum is astonishing, and they could be combined together to get the best possible result.
I've seen a lot of posts, about categorizations, new materials, lists of items with stats, extraordinary & legendary items... I don't have a great experience about programming, even if I can do a little bit, but if we put all of this ideas together ( with something added by me 8-) ), it can be possible to create something simple and, at the same time, complete and versatile.
For example, take a look at the lists in this post, in this specific case, the armours list:

Gears Lists

There are sure a LOT of items...
Would an armour table like this one improve the things out?

Code: Select all

Armour         | BC% | DR | AC% | +MinDMG | +MaxDMG | Move Cost |
---------------+-----+----+-----+---------+---------+-----------|
Cloth Shirt    |   2 |    |     |         |         |           |
Leather Armour |   8 |    |     |         |         |           |
Hide Armour    |  13 |    |     |         |         |           |
Chain Shirt    |  18 |    |  -4 |         |         |           |
Chain Mail     |  22 |    |  -9 |         |         |         1 |
Plate Mail     |  28 |  1 | -13 |         |         |         1 |
If we add a short quality table, we are able to cover almost all the armours listed in the game:

Code: Select all

Quality        | BC% | DR | AC% | +MinDMG | +MaxDMG | Move Cost |
---------------+-----+----+-----+---------+---------+-----------|
Weathered      |  -2 |    |     |         |         |           | Non-metal armours only
Rusty          |  -2 |    |     |         |         |           | Metal armours only
Fine           |  +1 |    |     |         |         |           |
Superior       |  +2 |    |     |         |         |           |
---------------+-----+----+-----+---------+---------+-----------|
Rigid          |     |    |  -2 |         |         |        -1 |
Flexible       |     |    |  +2 |         |         |        +1 | Only reduces penalties
---------------+-----+----+-----+---------+---------+-----------|
Hardened       |     | +1 |     |         |         |           |
---------------+-----+----+-----+---------+---------+-----------|
of Misfortune  |     |    |  -5 |      -1 |      -1 |           |
Spiked         |     |    |     |      +1 |      +1 |           |
Extraordinary & Legendary Items are a kind of their own, of course, but they could still start from this general rule.

This could even lead to some other options (already discussed!), like upgrading & personalizing items. Materials can be added in the same way to make a lot of variations, changing stats and adding special qualities.
Of course, the qualities are categorized too, so to upgrade an armour from "Rusty" to "Superior", you should remove the "Rusty" penalty, upgrade to the "Fine" bonus, and THEN upgrade to "Superior". To keep names short, I thought about other names that summarize the possessed qualities:

Masterwork: Superior + Hardened + Flexible
Perfected: Fine + Hardened + Flexible
Reenforced: Superior + Hardened
Enhanced: Fine + Hardened
Comfortable: Superior + Flexible
Cozy: Fine + Flexible
Soothed: Hardened + Flexible

Ruined: Weathered/Rusty + Rigid

Items can be sacrificed (together with gold and maybe XP!) to give the object a specific quality (like sacrificing the "Jinxed Ring of Damage Resistance" to give your armour the "Hardened" quality), and this could only be made by THAT blacksmith in THAT village.

I wrote this post hoping to be of help, of course, and to try to make the items more customizable without giving the developers a headache.
I really hope my goal has been achieved, but I would sure like to know what you think of it.

PS: I really hope this hasn't been posted anywhere else! :?

Re: Ideas for development: Simplifying the item lists into t

Posted: Thu Jul 04, 2013 9:01 pm
by Sarumar
Welcom to the forums !
It is really nice to have another proactive member here !

Nice work, somewhere here in forums is old (and novadays useless) gear list.

If you ever have any question, please let me know... or just ask here. This forum is amazing !

good hunting !

Re: Ideas for development: Simplifying the item lists into t

Posted: Sat Jul 06, 2013 1:51 am
by Pyrizzle
Cioumpy wrote:Hi, guys. This is my first post, even if I'm being wandering around for quite a while, now. :lol:

Speaking of items, the brainstorm of ideas I found on this forum is astonishing, and they could be combined together to get the best possible result.
I've seen a lot of posts, about categorizations, new materials, lists of items with stats, extraordinary & legendary items... I don't have a great experience about programming, even if I can do a little bit, but if we put all of this ideas together ( with something added by me 8-) ), it can be possible to create something simple and, at the same time, complete and versatile.
For example, take a look at the lists in this post, in this specific case, the armours list:

Gears Lists

There are sure a LOT of items...
Would an armour table like this one improve the things out?

Code: Select all

Armour         | BC% | DR | AC% | +MinDMG | +MaxDMG | Move Cost |
---------------+-----+----+-----+---------+---------+-----------|
Cloth Shirt    |   2 |    |     |         |         |           |
Leather Armour |   8 |    |     |         |         |           |
Hide Armour    |  13 |    |     |         |         |           |
Chain Shirt    |  18 |    |  -4 |         |         |           |
Chain Mail     |  22 |    |  -9 |         |         |         1 |
Plate Mail     |  28 |  1 | -13 |         |         |         1 |
If we add a short quality table, we are able to cover almost all the armours listed in the game:

Code: Select all

Quality        | BC% | DR | AC% | +MinDMG | +MaxDMG | Move Cost |
---------------+-----+----+-----+---------+---------+-----------|
Weathered      |  -2 |    |     |         |         |           | Non-metal armours only
Rusty          |  -2 |    |     |         |         |           | Metal armours only
Fine           |  +1 |    |     |         |         |           |
Superior       |  +2 |    |     |         |         |           |
---------------+-----+----+-----+---------+---------+-----------|
Rigid          |     |    |  -2 |         |         |        -1 |
Flexible       |     |    |  +2 |         |         |        +1 | Only reduces penalties
---------------+-----+----+-----+---------+---------+-----------|
Hardened       |     | +1 |     |         |         |           |
---------------+-----+----+-----+---------+---------+-----------|
of Misfortune  |     |    |  -5 |      -1 |      -1 |           |
Spiked         |     |    |     |      +1 |      +1 |           |
Extraordinary & Legendary Items are a kind of their own, of course, but they could still start from this general rule.

This could even lead to some other options (already discussed!), like upgrading & personalizing items. Materials can be added in the same way to make a lot of variations, changing stats and adding special qualities.
Of course, the qualities are categorized too, so to upgrade an armour from "Rusty" to "Superior", you should remove the "Rusty" penalty, upgrade to the "Fine" bonus, and THEN upgrade to "Superior". To keep names short, I thought about other names that summarize the possessed qualities:

Masterwork: Superior + Hardened + Flexible
Perfected: Fine + Hardened + Flexible
Reenforced: Superior + Hardened
Enhanced: Fine + Hardened
Comfortable: Superior + Flexible
Cozy: Fine + Flexible
Soothed: Hardened + Flexible

Ruined: Weathered/Rusty + Rigid

Items can be sacrificed (together with gold and maybe XP!) to give the object a specific quality (like sacrificing the "Jinxed Ring of Damage Resistance" to give your armour the "Hardened" quality), and this could only be made by THAT blacksmith in THAT village.

I wrote this post hoping to be of help, of course, and to try to make the items more customizable without giving the developers a headache.
I really hope my goal has been achieved, but I would sure like to know what you think of it.

PS: I really hope this hasn't been posted anywhere else! :?
Looks amazing!!! Please keep up the good work and welcome to the forums!!

Re: Ideas for development: Simplifying the item lists into t

Posted: Sun Jul 07, 2013 3:07 pm
by Cioumpy
Thanks, guys. I really appreciate your feedback. And you're right: this forum is amazing!

To Sarumar: Sorry, but I don't think I understand: do you mean that "somewhere here in the forums there is an old (and nowadays useless) gear list" and I improved it, or you're saying that my idea has already been posted (more or less) somewhere else?

To All: This game is sucking away all my spare time, both playing and thinking about how to improve it without unbalancing it!!! :geek: The armour list was the easiest one to figure out, to show my idea. Now I'm trying to work on the weapon list, and I think that my starting point is gonna be the AP cost (if an unarmed attack costs 4 AP, an armed one can only cost the same or more, without any special quality or material...). Then I'm thinking about other pieces of equipment, like helmets, gloves, boots and shields. Necklaces and rings can only exist in a list, since they have no non-magical properties, so I wouldn't bother about that.
I am an experienced player and master of Dungeons & Dragons, and I've learnt that the first thing in an RPG is coherence (I'm just talking about the items in the game, not about the story... :oops: ), so I'm trying to give my help to improve this little part...

Again to Sarumar: ...if you don't mean that my idea is useless and already discarded!!! :lol:

Thanks again for all your support!!! :D

Re: Ideas for development: Simplifying the item lists into t

Posted: Sun Jul 07, 2013 3:27 pm
by sorrow
Cioumpy,
welcome to the forum. As for what saru is saying is yes somewhere here in this endless maze of forum topics that there is a gear list but that gear list hadn't been updated in a long time and soon it will be useless and your list is better.

As for the AP yes with no weapon your AP cost is 4 but with the quick struck dagger AP is 3 unless you have the fallhaven jewel and in that case AP becomes 2.

Re: Ideas for development: Simplifying the item lists into t

Posted: Sun Jul 07, 2013 6:42 pm
by Sarumar
sorrow wrote:Cioumpy,
welcome to the forum. As for what saru is saying is yes somewhere here in this endless maze of forum topics that there is a gear list but that gear list hadn't been updated in a long time and soon it will be useless and your list is better.
Yes that is what i try to say :oops:

Cioumpy your list is great !

Thanks Sorrow for making translation sarumar - english - sarumar :lol:

Re: Ideas for development: Simplifying the item lists into t

Posted: Sun Jul 07, 2013 7:33 pm
by sorrow
No problem saru lol

Re: Ideas for development: Simplifying the item lists into t

Posted: Mon Jul 08, 2013 5:33 pm
by Cioumpy
Thanks, guys, I was really hoping for this! :D

In a while, I will update all my work on this post, so you can have a look at it and give me some feedbacks and suggestions.
I would actually like to know what Oskar thinks about it too, but I'm waiting to give you a more complete job, before it happens.
I'm going to update all of the lists on this post. I will edit the first post step by step with the uploaded lists and write each time a new post of info.
At the moment, I'm working on the shields, helmets and weapon lists, but I'm gonna need some names of materials I can use: "Heartsteel", "Bloodsteel", "Soulsteel" and so on, are IMO good examples and give a nice and personalized touch to the game, and they are different names than "Mithril", "Adamantium" and similar, which are not protected by any copyright, but are already overused around all kinds of RPGs. "Mithril" and "Adamantium", though, give armours and weapons very simple but useful qualities: the first is lighter than normal iron/steel, the other is harder. I was thinking about "Soulsteel" to use for the lighter metal, but I need to find a name for the harder one.

What do you think about it?
sorrow wrote:As for the AP yes with no weapon your AP cost is 4 but with the quick struck dagger AP is 3 unless you have the fallhaven jewel and in that case AP becomes 2.
I understand you, but I'm doing lists of common items: this is gonna be the starting point. From there, I can add other lists (Quality, Material, Magic Property) that can be combined with the objects in the "base" list to give a plethora of options to play with. All by keeping the game well balanced. The only thing I will REALLY need your help with is the way to say how much an item costs.

Re: Ideas for development: Simplifying the item lists into t

Posted: Mon Jul 08, 2013 6:47 pm
by Cioumpy
From the Weapon- & armour categorization post:
DarkSavant13 wrote:Could we do something more like this?
  • Blades
  • Dagger
  • Shortsword
  • Longsword
  • Two-handed sword
  • Broadsword
    Axes
  • Axe
  • Greataxe
    Blunt
  • Club
  • Quarterstaff
  • Mace
  • Scepter
  • Warhammer
  • Giant hammer
    Shields
  • Buckler
  • Shield, wood (light)
  • Shield, metal (light)
  • Shield, wood (heavy)
  • Shield, metal (heavy)
  • Tower shield
    Headwear
  • Headwear, cloth
  • Headwear, leather
  • Headwear, metal (light)
  • Headwear, metal (heavy)
    Armor
  • Armor, cloth
  • Armor, leather
  • Hide armor
  • Armor (light)
  • Armor (heavy)
  • Chain mail
  • Splint mail
  • Plate mail
    Gloves
  • Gloves, cloth
  • Gloves, leather
  • Gloves, metal (light)
  • Gloves, metal (heavy)
    Footwear
  • Footwear, cloth
  • Footwear, leather
  • Footwear, metal (light)
  • Footwear, metal (heavy)
    Necklaces
    Rings
    Potions
    Food
    Gems
    Animal Parts
    Edible Animal Parts
    Liquid Containers
    Money
    Other
This would help clean up the chest a bit and also make it easier to create the specialization skills you mentioned (ie. Blunt Weapon Specialization, Blade Specialization, etc.). ;)
This is actually an excellent idea, just need some little refinement, IMHO. Working on it... ;)

Re: Ideas for development: Simplifying the item lists into t

Posted: Mon Jul 08, 2013 7:52 pm
by sorrow
Also I would wait till the release of 0.7.0 before going further (meaning not posting you list but keep working on it) there are more items (weapons ect) coming out and if your like me I hate having to redo something over and over again.