Within the procedural design mechanics and stages, each of the things created by the system I've been working on is based on a number within a catagory (for example the '15524' in Series 2). After having done a little more research into the kind of things I'll have to apply to each specific part in terms of actual data I've been working on how to fit in the item rarity ideas that any game that involves extensive 'looting' has. For this I'm going to do a study on how different parts give different (balanced) data results, by applying certain 'Rarity' values to parts within a class of the procedural design mechanics it should be possible to create examples of things that are supposed to be clearly better, this can then be denoted with text colour as in countless other games.
The 'Unique Digits' system is planned to be based around certain combinations that come up within each class of the procedural design series', these will be what's known as 'Unique' items, some of these may be completely arbirtrary though if possible I'd like to include things that may be references to certain other things based either on the look or style of a created item within it's own class (this is not subject to just weapons, or even just equipment). I plan for colour scheme to also be a factor at this point for example if 15524 is the Lagoon brand State Reclaimed Edge of The Ship and is considered 'Unique', then I would prefer that a 15520 which would be Mana brand instead is not considered the same rank (or even close).
Unique status will not be an increase on the highest rank possible, it is completely seperate from other ranks from normal to very rare. Unique is not limited to only strong components but more specific components, let's say for example that a '11123' is classed as a really weak axe but '25126' is a very rare axe, the change of perhaps just one digit of the '11123' could make it a Unique axe and have stats which far surpass the '25126'. Anything Unique will have completely different names aswell based on the thing itself, so the '15524' may be renamed entirely to 'The ShipWreck' for example.
Anyway just a quick thought but this was important to write down. Also I'm working on pre-production for Series 3 of the procedural design project (Hint; It's helmets!) Though I'm coming across a slight issue regarding the naming mechanic. If everything is different then it needs it's own name and the more parts it has the more the name needs to contain, so far weapons had 4 interchangeable parts to create their variations but with helmets I already have 5 interchangeable parts (not including colours).. from a test example it makes the names pretty long, which doesn't bother me in a game but I get the idea it will get ridiculous. This may need tweaking.
~ZH
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