Hieroglyphic item information
New video is out about more society dynamics, check it out!
Something I'd like to go into more detail on this blog though is the examine interface. I'm hoping I can use pictograms for everything in this game so conveying information like protection, health, damage in a complex system is quite the challenge!
Damage is classified by "type" (e.g. physical, fire) and "mode" (e.g. crushing, piercing) so each damage type needs to be illustrated with 2 pictograms. Hopefully the user can determine which is which.
The rows that start with a shield on the armour examination screenshot (the tunic) indicate the protections it provides when worn.
For the screenshot of the sword, the illustration means that it deals 1d6 + 1d2 damage (across 2 different "modes") with a x2 critical multiplier. I.e. a critical hit doubles the damages. I've made it so that the sword deals both slashing and piercing physical damage. I've never used a sword but I imagine that's how it works.
Then there's the information about our hero. The protection levels he has are entirely from the items he's wearing (you can see what's being worn in the inventory section). Also there's a bunch of other measurements like "danger" and "sorcery" that are showing up there but don't do awfully much at the moment.
Plana
A randomly-generated adventure
Status | In development |
Author | Plana |
Genre | Adventure, Role Playing |
Tags | Dungeon Crawler, Fantasy, Procedural Generation, Top-Down |
More posts
- Dungeons!37 days ago
- Smoothing out stuffAug 31, 2023
- Island villageMar 05, 2023
- Track history or don't bother?Mar 05, 2023
- Actually making villagesJan 24, 2023
- Making villagesJan 03, 2023
- A randomly-generated adventureDec 03, 2022
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