Nathaniel3W
Rockwell Studios
Hey everyone, I'm working on my vendor system:
In that animation, you see the character approach and talk to a shopkeeper, and then you can browse the shop's wares. The shopkeeper doesn't have an inventory yet, but you can browse and filter the player's inventory.
I'm about ready to start putting prices on things and I got started thinking about vendor buyback prices. Do you have a preference for a buyback system, and do you think one works better for a type of game (in this case, a Japanese-style SRPG)?
To get started, I thought of these options:
But that's all pretty far down the road still. For now I just have to decide on how to calculate the prices. Any thoughts? Also, so long as I'm here, any thoughts on the look of the shop menu?
In that animation, you see the character approach and talk to a shopkeeper, and then you can browse the shop's wares. The shopkeeper doesn't have an inventory yet, but you can browse and filter the player's inventory.
I'm about ready to start putting prices on things and I got started thinking about vendor buyback prices. Do you have a preference for a buyback system, and do you think one works better for a type of game (in this case, a Japanese-style SRPG)?
To get started, I thought of these options:
- Set price for buy, half price for buyback: This is probably the most common in Japanese RPGs. It might also be the easiest to implement. It might work best here because that's just what players would probably expect.
- Calculated price based on stat boost, small percentage for buyback: This is the system at work in a lot of MMOs, making sure that item prices are balanced. Throw in a lot of loot after a battle, and you have an exact copy of World of Warcraft's vendor-trash economy.
- Supply-demand economy: This is definitely the hardest to simulate, and it might be the most interesting, but it could also just be unappreciated effort. For every item there's a base price, and then based on the availability of that item in a given city, adjust that price up or down. So with every item you offer back to the vendor, he'll offer you a lower price. This is the system at work in Mount and Blade, one of my favorite RPGs.
But that's all pretty far down the road still. For now I just have to decide on how to calculate the prices. Any thoughts? Also, so long as I'm here, any thoughts on the look of the shop menu?