Hey, hey! I'll be honest, working on user interfaces is not my favorite task. No doubt I've gotten good and efficient at it (purchasing UI only took a larger part of one day!), but it still takes some pushing to focus on it. So this week, I've managed to add in three new interfaces.
I spent the majority of my week working on this, and I'm happy with where it's at. Quick feature list below:
- Each merchant is different. They have unique item stocks, and different trade and quicksell percentages. Some may be stingier or kinder than others.
- Quicksell your items. This usually will return less tokens (game currency) than what you could have gotten by trading. Items that have been "quick sold" will be put back into the merchant's stock.
- Each merchant will have unique responses to the player's action. Pictured above, this is the line of text below the "Bartering" word.
- Some merchants do not want certain items, and will not trade their items until you remove said item (marked in red).
- The red/green bar below the interface represents how much, in tokens, you will gain from trading. In this picture, the merchant is getting a better deal. Red is merchant, green is player.
- Other merchants may trade you very unique items depending on what you give them. Suppose they really miss a specific type of food (apple pie?). Since food is scarce, and good food is even more scarce, they will trade you a unique weapon that you can only get through trading the merchant that specific item.
- Additionally, a merchant's stock will be manipulated every day by a simulated trading economy. This will randomly increase or decrease from current item stock, add an item from their item pool, or very rarely retrieve an item from another merchant.
The purchasing UI is pretty much just a shell for buying items from the merchant's stock. It uses the same items from the bartering UI, but will cost the player slightly more to buy through here.
The character UI functions as a way to interact with the character. The buttons will vary, since not everyone is a merchant, not everyone has something to say (however they usually will), and not everyone will be a companion. As usual, if you walk too far away from them, any relevant UIs will close.
That's about all for this week. I still need to work on the companion UI, character's dialogue UI and improve dialogue scripting in general, and of course finish off combat by adding magic and shields. I'll likely start with the dialogue UI. I'm getting closer to finishing the engine! Then, alpha release for all of those who have signed up for it.
Until next week!