Blog post #5; UI changes + Gear traits


Hey,

it's summer in front of us. So I don't expect to spare all my free time on the project, but know that work goes on every week. I finished the Gear section in which the player can see all his gear, also I managed to create it in the way so it's like centred if it can be, instead of pre-existing gear position (which I had originally, but it looked weird, when the text was short, there was a too big gap between displayed gear, so it took extra work to display position based on length of the text to centre displayed equip better).

*Player can now check all the gear he carries in the gear section

Gear and Stackable traits

As the hero can see his/her gear with every stat, I also decided to add a display for all stats combined. Each gear is randomly generated, as it generates its traits it picks one trait out of 20+ as its ability beside its core ability (core ability is base damage for a weapon, base block for armour, etc.). One such trait, that can be attached to gear is Block. 

So for example, the chest can generate a sword with block +20% and armour with block+20% (+ core ability block +8%, total 28%). As these stacks, these two pieces give hero +48% block ability.

In theory, if you collect the right set, you can get the block rate to 100% if not above the top tier generation. Then your hero will be an un-beatable tank unless I specify otherwise. It's all part of the higher plan.

Additionally each of the gear mentioned above, sword and armour can have additional 4 traits (base ability + 5 additional traits). To prevent a 2x block trait on the same gear, it picks another trait instead if it already drew the block. English is not so my language, so I hope this all makes sense. Might sound complicated, but it is super easy. The easy mechanic is my goal. I don't like over-complicated stuff.

*Re-designed status section is working too, displays correct values.

Thanks for reading, take care.

All the best guys!

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