Trading - How it could be done with static assets

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Geistertanz
Posts: 10
Joined: Wed Sep 19, 2012 11:04 am
Location: NRW, Germany

Trading - How it could be done with static assets

Post by Geistertanz »

As the engine currently doens't allow for a true trading interface, I thought about adding a simple shop system using custom alcove assets.

Instead of an alcove, it would be a counter with iron bars and the "npc" would be a static part of that asset (like in the old dungeon crawlers, where approaching the shop would open a 2d graphic with a picture of the showkeeper and a trading ui).

The trading itself would be handled via script. If you place a currency type item (like a custom "gold_coin" item) in the alcove/shop, the item would be replaced with the item that is sold by the shop. So you could have a potion shop that trades "gold_coin" for "potion_healing" or a bakery that trades "gold_coin" for "pitroot_bread".

Here is an image to give you guys an idea of what I am talking about.
Image

EDIT:
I just found an example script in the "EDITING SUPERTHREAD"! So it is just waiting for an easy way to open the .model files with a 3d Software now! :-)

-Geistertanz
Ixnatifual

Re: Trading - How it could be done with static assets

Post by Ixnatifual »

He'd better have some good stuff to trade in exchange for letting him out of that box!
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HaunterV
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Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Trading - How it could be done with static assets

Post by HaunterV »

Skulls for loot
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