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The peddler, who has been around since the early stages of development but has been in preparation for a long time, has finally started her work. The store is now open!

I thought of a pattern where you talk to it and another window comes up... But it was much easier to choose what was placed on the screen than to create a system and draw a UI from scratch, so it became like the old Zelda.

Although the number of products handled at one time is small, I think this is a good idea because I think it creates an element of exploration, with each store having a different selection of products.

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Incidentally, recovery by consumables is basically a gradual recovery type.

We wanted to differentiate from recovery by temptation, but we also wanted to set a cool time and a limit on the number of potions so that the game would not be balanced in such a way that it could be cleared just by drinking a lot of potions.

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The reason why we could not work on the store system for a while was because we were not sure how to handle items in this work in the first place.

With the development progressing and some vision for the future, we were finally able to get our hands on it.

By the way, this is the layout of the item (tentative). (I drew it very randomly, so please don't look at the roughness and spelling mistakes.)
Pixel Game Maker MV does not have a sort function, so we had to create a frame in advance and make the items fit into it.

We considered having consumables and other items on separate tags, but decided it would fit better on a single screen, so this is the way it is. I mean, this is a bit Zelda-esque... (It makes me realize again how much I was influenced by Zelda...)

This time we made progress on consumables, but we will come back to items and equipment related to status later...

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開発初期から居たっちゃ居たけど
ずっと準備中だった行商人がようやく仕事を始めました
ショップ開店です

話しかけると別のウィンドウが出て~…
…みたいなパターンも考えましたが
一からシステムを組んだりUIを描いたりするよりも
置いてあるものを選ぶシステムの方が圧倒的に楽だったので
昔のゼル伝みたいな感じになりました

一度に扱う商品の数は少ないですが
各ショップによって品揃えが違うといったちょっとした探索要素も生まれる気がするので
結果的にコレで良いんじゃないのかと思っています

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ちなみに消耗品による回復は基本的にリジェネ
誘惑による回復との差別化を図りたかったのもありますが

クールタイムと個数制限を設けることで、ポーションがぶ飲みしときゃクリア出来る
といったようなゲームバランスを避けたかったので
このような仕様になってます

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ショップのシステムに中々手を付けられなかった理由は
そもそも本作のアイテムに関する扱い方が固まっていなかったからです

開発が進んで、今後のビジョンがある程度見えてきた事で
ようやく手を出すことが出来ました

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ちなみにコレがアイテムのレイアウト(仮)
(凄い適当に描いてるので粗さや綴りミスには目をつぶってね)

アクツクMVにはソート機能が無いので、
予め枠を作ってそこにアイテムが収まるような形にせざるを得ませんでした

消耗品などは別タグに用意する事も考えましたが
ひとつの画面にした方が収まりが良いと判断したのでこのような形になってます
て言うか、これもちょっとゼルダ風…
(自分がどんだけゼルダから影響を受けたのか、改めて分からせられる…)

今回は消耗品に関する進捗でしたが
ステータスに関わるアイテムや装備品に関してはまた後ほど…

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