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If additional categories of consumable items are coming in 0.3 and beyond I can see this adding some tedium to inventory management. It's not so bad with just bandages and food/drink right now but even the present situation could be improved. My suggestion is to avoid adding a "quick slot" for them (saving precious screen space) and instead work consumable items to be interactable within the hotbar, and eventually iterate towards having shift+1,2,3,4... and alt+1,2,3,4... as alternate keys to bind things to, as more abilities and items become available.

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Not sure if it will be in v0.3, but more consumables will come, and hotbar usage will be a good improvement. I also plan to add a 4th rarity for items that will have abilities assign to them for a few casts.

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Would charges for said items be able to regenerate? I'm trying to get more into ToME inbetween your updates and I like how they handle item charges like this. Basic example:

Recall Rod (Teleports player to world map) has 400 charges, using 201 per use. 1 Tick I think regenerates per turn. 

Sounds like could have some headaches associated for this game, maybe if charges only regenerated when the item is held by the player, it'd alleviate some of that? 

Whatever direction you go I'm excited to start playing with whatever you've got coming down the pipe :D

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I think we'll keep going into the temporary items thing,have abilities reduce durability and see how it works. :)

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Ah that makes perfect sense. For some reason I thought you were going for having an abstract number of casts on an item, after uses spent it would behave only like a normal equipment item. Reducing durability sounds like best of both worlds and keeps with the theme :)