Game Development | Main Town Part 3

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Main Town Part 3.png

It’s been a month since I’ve shown what is going on in the main town. A lot of little things have been coming together to start adding some life into the town. For those who missed part two, there is even a short video in that post that was created using Unreal Engine 4’s sequencer at the end.

I am still working on the next two big systems on my roadmap. This includes 4 playable classes and a questing system. Due to a lot of things that end up being intertwined with these two major features a lot of things that are going to be in the town can start to be shown off.

Player’s Bank

playerbank.png

The player now has a chest at spawn in the main town for storing items. It’s holding a couple of test items in it for now. Player storage is always an important thing so it’s been something I’ve been wanting to add to the main town for a while now.

I am expecting there to be around 1k different items in the game by the time I’m done. This is by no means the final version of the bank as I will more than likely add several tabs the player will be able to buy to increase how much they can store. Along with updating UI element a tad for the color and other things.

It’s at least great to have a base of this down and working. It’s hard to get a full scale of how I want it to be until I’m further along and get a feeling for it.

Character Sheet

charsheetprottype.png

As a part of making the four classes I’m going have in this game playable they need a character sheet. This overall was a decent test of my item system as far as having enough variables set up on the items to make sure everything I want to be covered is.

The first screenshot above is just a rough idea I had in how I wanted the character sheet to look. Since nothing was exact there have been some slight alterations to it. Playing with UI elements and setting them up as far as using vertical boxes, horizontal boxes, borders, size boxes and a bunch of other things has been interesting. I’m sure I’ll learn better ways as I get more experience.

CharacterSheet.png

I’m decently happy with my current result. I did end up dropping the two artifact slots since I could not find a way to make it look decent or they were not holding in the place where I want to put them. Those are maxed level end game items anyways so I can resolve that another day.

character sheet stats.png

All that stats in the different panels in the character sheet are also updating based on which items are equipped from my item data table. I am hoping to reduce down at a later date the 44 columns of data each item has.

I’m still playing off some theories in how I think my entire inventory and item system is going work. So far I’m accounting for just about everything I need on individual items to handle things like being equipped to the character in the proper slot and stats from that item.

The more details page still needs to be built. On that page, I’m going to have some lore that I have not written yet. Along with some other stats and anything else I could not fit on the main character sheet.

Next up I will be working on the skill trees for the different classes. I will more than likely be playing around with that off and on over the next couple of weeks. Along with adding a skill point and stat points for leveling up to the character sheet.

NPC Teleporter

NPC Teleporter.png

Since players are going need to get from the main town into whatever dungeon they want to run I’m going be handling this with an NPC. I felt this was the best way to handle it instead of having 25 individual portals all around the town.

Two different NPCs will handle this. The first one will handle the non-trail arena maps. Another NPCs in a different spot in town has the remaining maps for the player to get access to.

There are still some things I need to add that will come in the future. Such as checking the player meets a minimum requirement for entering a dungeon. Those pre-requests have not been fully implemented yet and are expected to be once I work on questing for the first 15 zones more.

NPC teleporter behavior tree.png

The cool thing is the conversions with the NPC to get to the map you want is all being handled in a Behavior Tree which is something Unreal Engine 4 has. It makes it quite easy to keep things organized and test to make sure the 31 different option inputs from the player while going through the text are working.

The bold path in the tree is just one example of it going through everything to a result. As the player clicking on different options to navigate to the map they want.

pick a dungeon.jpg

Meanwhile, this is what the player is seeing from their point of view on the screen. I will more than likely make several UI changes as with a few things I’ve been working on. That will come at a later date after I have a lot more things in place and can start working towards a more final version.

Shopping At NPCs

ShopKeeper Armor.png

The main town also now has a couple of shops for the player. There are two main functions these are going to serve. The first is providing some very basic items for doing different things. The second is providing a place if the player chooses to sell items they don’t want for gold.

The town is set up with a bunch of homes all around it that will serve as places for the NPCs to be around. Some of them have fenced in the yard while others are smaller homes closer together. So I could go in and set it up a little more like a shop in some of the yards if I feel the need for it.

shopkeeperdatatable.png

For these basic items, they are pulling the name, icon, and gold cost amounts from a data table. The only thing I’m considering adding is the actual value for selling an item. For now, I just have it set up to reduce the item’s value price by 50% and have that be what an item sells for.

Basic Potion Supplies shop.png

Some of the shops around town are selling basic items that don’t have a current use. Crafting is something not worked on yet. It’s however quite easy to replace what is being offered in a shop on my end and I’ve been working on naming items here or there when I can for different aspects of the game.

selling items.png

Naturally, since these items are unusable they are going be sold back to the NPC for a 50% loss.

Questing

Quest find the key.png

A large amount of the NPCs in the main town are going be quest givers. There are two different branches of quests. There is the main questing which the player will need to work on to unlock higher level dungeons. Along with daily quests that give out some rewards for completing whatever task it's looking for.

Questing is still something I need to work on over the next two months a little here or there. Hopefully, by then I’ll have it done for my first 15 maps.

Final Thoughts

main town spawn location.png

The main town is starting to shape up quite nicely. There is still a lot of a thing to be done and improved on. I’m enjoying how this place is turning out. When I can I sometimes just load up this map and have it running as my backdrop when I’m working on different elements of the game.

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Screenshots were taken and content was written by @Enjar. Screenshots are from Unreal Engine 4.



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11 comments
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You are blitzing it mate.
The world keeps growing and I can't wait to give it a test when you eventually have a playable demo.
Run into many problems lately?

My VR I restarted since I had issues with the hands but didn't have lots in there since I have been super busy with things going on in life. But next week I hope to put what I had back in and work on extra.

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The biggest issues I see coming ahead are going be getting a lot of things to work together as I start finishing things off and they start interacting with other parts.

There are some things I might downgrade from wanting to have to it just being on a wish list for later on. For instance, it’s a lot more effort than I was expecting when dealing with map changes and the player porting back to town and then back to finishing a dungeon. I might just keep it simple and just have it be a full reset once the player leaves a map like it is without me having to do anything.

A save file covering everything is also something I’m still looking into and trying. Some things for testing I don’t want for now and be more of a burden while it is nice to have other stuff saving. With so many changes I’ve not put to much time into since I’d be redoing how saving works a few times over by now.

Outside of that, there is always something going on that I need to look into. I’ll exit with no issues. Come back the next day and start getting runtime error could not access or something else random.

I’ve also a few times broke my testing version of the game. It’s what I have it for. I’ll just delete it and copy over a fresh updated version to try again.

Nothing I would call close to being 100% either. Things are going keep changing and evolving so if I can get something to 80% there I’ll be happy with it for the time being.

I do expect performance to be an issue at some point in the town with the number of NPCs I’m going to have. I know I don’t always do things in a very effective manner and I hope over time to learn better methods and make changes as needed.

Mostly just a lot of little things i wish i was doing better.

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You got the right idea though with looking at downgrading some things or leaving bits out until you have decided if you can or should add it in. It would be a lot of work to get everything running well together and it's hard when you first get into game development.

Breaking the game is a part of learning and having the copy is a life saver!

As you keep working on it, you will get a lot better with how you do everything in the game. Don't beat yourself up over the little things and know it isn't an easy task to just develop a game without heaps of experience to none.

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Wow it will be amazing 👌👌

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Thanks have a great weekend.

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Well done buddy, it's looking sweet from the graphics above so far. I enjoy strategy games and RPG, with the quests and accumulation of items. Gaming is huge for blockchain, with the amount of people involved in the pastime as players. Keep us informed, Looking forward to entering the realms and reading the maps there.

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Thanks. Still a long way to go but I’ve been enjoying making it so far.

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You are really rolling along on this one! I haven't been checking your progress. COVID has really kept me hopping. Have you been able to put more time into this during this time.

I am not sure if you got furloughed or teleworking - or worse. Out there. Yikes.

Hi, @enjar! I hope all is well in your world. Keep on task!! :)

Upped and Reposted

!tip .20

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I have set a rather aggressive roadmap for things I want to get done during these interesting times with COVID and other stuff. I’m sure some people are going make some wonderful things coming out of all this mess the world seems to be in these days and I hope I’m one of them.

Have a great weekend and thanks for the support.

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Oh, my pleasure! You are just a guilty pleasure!

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