by jim » Fri Jul 10, 2015 7:41 pm
Yea, I guess inventory stuff can get complicated, which why I wouldn't want more than the (Shop,) Base and Player inventories. Also I think the player's inventory should be something like in Deus Ex. Pistol(s) always in slot 1, and other weapons/weapon like things can be assigned freely. Player could have some 3-5 other weapons. I think the equip interface can be just text on a graphic background. Press the slot number key, select a weapon from a list, and it's assigned to the slot, or select drop weapon to drop it/place it back to the Base inventory (if in the Base). Every slot would have some weapon number/flag assigned in the code, so the game knows which weapon is in it.
Player could probably also make a melee kick with run and/or jump keys if close to an enemy.
I've thought to have a day/night cycle (don't know if I'll actually do it), which could make outdoor levels appear different. Some lamps on at night, bright skylight at day. But this would require them to be realtime dynamic light entities or making some 4 versions of each level. The time would probably only change between missions. The sky wouldn't change smooth anyway. But then some people might always abort night missions for them being too dark or something.
Maybe then every mission would be both attack/defence type. If player aborts/fails the mission, player lose an area. If player completes the mission, player captures an area. Player should immediately start the game with some areas, otherwise player would lose the game right away if player failed the first mission.
Player probably gets a little bit of money for every killed enemy, so player could get some money even if the mission failed. Maybe some of the openable boxes can contain money too.
I always played SoF with the custom difficulty. Sometimes I played with unlimited inventory, sometimes limited. Sometimes dumb enemies, sometimes ridiculous amounts of very angry enemies.
zbang!