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That's awesome! The best I've done with RNG came down to designing an excel spread sheet for rng weapons and armor for D&D 5E which is why I tried to get it into RAW, but I didn't have much luck. Maybe I'll explore it down the road, but realistically what I'm exploring is unique "legendary" weapons and reducing the number of weapons the player can have on them at any one time. To add to the difficulty I'm considering NOT allowing them to get rid of a weapon they picked up in order to "get the next best thing" making item slots more important. I purposely removed ground effects from staying between stages but left loot on the ground between stages for this potential reason. So when they see the Doomwave (also called Doomblast) drop (it's the current rarest weapon in RAW) they'd either regret picking up another or be excited they left the slot open for it. Currently there's 10 weapons and 10 weapon slots so they can pick up every weapon. lol.

Ohhh....nice!  I am a little more forgiving my limiting it to 3 guns, but only 1 grenade and 1 special ability.  Love the idea of using D&D as the framework, using something tried and true has a lot of merits...and I wish I did something like that because it's a PAIN trying to balance all of this stuff.