Devlog Nov 28th - Shops

 Welcome to the second devlog in November


This time we're implementing a system of buying and selling items.


First, we added a currency to the game. The currency will simply be called "silver" and is shown in the top right corner of the inventory screen.

In this example, the player has 40 silver coins, a club and a mysterious tablet with a rune


There are several different ways the player can receive silver. Some fights reward the player with silver, some dialogue options can give (or cost) silver, and the player can find silver in the world (in chests, for example)

Once the player finds and interacts with a shop, they will see an interface looking something like this

The Rune is unsellable and therefore does not display a price

On the left, the player's inventory and silver is displayed. On the right we see the available items to buy. Each item is labelled with a price. Clicking an item in the shop will buy it (assuming you can afford it). Clicking an item in the inventory will sell it (assuming the item can be sold).

If the player sells an item by mistake, they can buy it back while the shop is open. However, if the player leaves and comes back, the item is lost.

In this example, the player has sold the club. The club icon is greyed out in the shop, showing that it will be lost.

Another feature of shops is that each shop has different prices. Every item has an intrinsic value and in the above examples, the player can buy items at 10 % above that value. But it is possible that the player could find other shops that are cheaper or more expensive.

The selling price is always the same (currently at 90 % of the value). That's because we don't want the player to feel obligated to keep their items until they find the best shop to sell to. If the player has an item they don't want, they should feel free to sell it.

Currently the game only contains one shop, on the right hand side of the town. 

Last time we showed that the merchant and her ox and cart were stuck waiting for the soldiers.  After the soldiers leave, the merchant and ox can be found to the right of the road.

Here's the shop area. The stone bricks on the left is the road, which is no longer blocked by soldiers.

 

That's the biggest part of this update.

We also did a few minor things, such as create a few different bows. Bows should require both hands, so we added that feature.

We also fixed a few bugs. One was a visual bug where equipped items would sometimes be shown in the wrong order (so armour would be shown in the hand slot, for example).
Another bug was related to buffs in combat. If the player ended combat with an active buff (or debuff), they would have that buff in the next combat. Now, temporary buffs are removed on combat end.  


Thanks for reading! Every reader is appreciated.

Next time, which will be December 12th, We will draw a new area. Without revealing too much, this area will have a bit of a different vibe to what we've seen so far. Talk to you then!


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