Resident Evil 4 was more about supply management, making the survival aspect more challenging. There was no intrinsic value to it, just "If I don't I won't make as much money next time I find a vender." But it wasn't actually a rewarding system, more of a punishing system if you don't do it. You should be sure to avoid the same mistake with your system.Ī big part of the problem with the diablo system is because money and selling loot was an important part of progression, so taking the time to stop and deal with your inventory was a big requirement. Meanwhile, killing monsters is a reward system, where you spend time to obtain resources (loot/gold).īackpack management forced you to spend your time resource in a very inefficient way.
You were forced to spend one resource (time) to avoid spending another resource (town portal scrolls/gold). It basically boiled down to a punishment system. It was just "rearrange these squares so you can fit 5 more items in your backpack before retuning to town." There was no tactical/strategic way to arrange your inventory to give yourself any kind of benefit. There was no meaningful choices to be made. It was simply a task you had to perform in order to avoid going back to town early. The problem with the system is that is wasn't challenging, fun, or rewarding in any respect. Well, inventory management in diablo WAS central and important part of the game.
Or, you could imagine someone with sixty boots running up like Flash out of nowhere, stuffing them all into their pack awkwardly, and then putting on four helmets and grabbing five swords while attacking your donkey, barefoot and pantsless Or helmets lower int.modified to what you end up with obviously. Maybe each armor piece stresses the body part it's on for stat X of Y body part - like adding more than one lowers Dex or con by one. You could try to figure out if there's a way to encourage that via effects. Some people will paper doll and be 'realistic' for lack of imagination. Or you can just forget it and roll with other things and see what the absurd meta ends up being. You could make it more realistic by changing number of squares and scaling stuff to be realistic, or matching stats to encourage even equippage. I think you should always be able to have two helmets or sixty boots.ĭo enchanted boots magically make your feet physically move more, or do they change your body? Next time you get some in another game, ask yourself if they'd work as wierd mittens. Your real question is: do you want this to be more realistic or more unique/fun? LICEcap: An easy way to record gifs of your roguelike in action.REXPaint: ASCII editing tool for art, mockups, mapping, design.Get motivated!įAQ Friday: Discuss specific approaches to various aspects of development.įeedback Friday: Play a designated WIP roguelike and give feedback ( dev sign up instructions).
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