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Author Topic: Inventory and Encumbrance  (Read 55280 times)
zenbitz
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« Reply #75 on: April 03, 2009, 08:19:58 PM »

I have most of the proposal done.  it has lots (maybe too much) info on clothing and armor.
I just started the GUI part... but perhaps I should post/wiki it first.

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eleazzaar
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« Reply #76 on: April 03, 2009, 09:02:00 PM »

...but perhaps I should post/wiki it first.

i think so.
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zenbitz
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« Reply #77 on: April 03, 2009, 11:22:32 PM »

done, see new thread.

Also bonus new thread for skills.

I am starting to flesh out the combat system as well.... but it's not even made it to my laptop yet, let alone the wiki!
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maximinus
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« Reply #78 on: June 09, 2009, 08:57:31 AM »

I don't like to bump old threads but today I found myself starting to add code for objects. You know, things like weight and bulk? So now I'm really starting to know exactly how this should all work. I've added weight as that's fairly easy to start with.

Maybe there's a wiki entry somewhere but I couldn't see it anywhere.
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Dave Matney
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« Reply #79 on: June 09, 2009, 02:50:47 PM »

And don't forget to add "davelikestocheat" maximinus. :p
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maximinus
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« Reply #80 on: June 09, 2009, 03:16:32 PM »

No worries. As per IRC, you'll also have your very own difficulty level  Grin
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Dave Matney
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« Reply #81 on: June 09, 2009, 04:11:14 PM »

Glad to see you're taking notes. Smiley
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zenbitz
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« Reply #82 on: June 09, 2009, 08:30:16 PM »

First post in the thread?
http://wiki.parpg.net/Zenbitz:Thoughts_on_Encumbrance_and_Equipment

I can work on turning this into a Proposal... HEY! I'm fast:

http://wiki.parpg.net/Proposals:Encumbrance_Armor_Clothes

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maximinus
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« Reply #83 on: June 10, 2009, 02:05:50 AM »

First post in the thread?
http://wiki.parpg.net/Zenbitz:Thoughts_on_Encumbrance_and_Equipment

I can work on turning this into a Proposal... HEY! I'm fast:

http://wiki.parpg.net/Proposals:Encumbrance_Armor_Clothes

You expect me to actually READ all those posts  Tongue

Actually, I thought there was another wiki entry about 'properties of objects', but I couldn't find it (although I did find the entry you linked to, eventually).

OK, so very simply put, although weight is important, the key point for the inventory is BULK, yes? So there is no real limit on 'slots' as it were, only a limit on total size.
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zenbitz
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« Reply #84 on: June 12, 2009, 10:37:48 PM »

OK, so very simply put, although weight is important, the key point for the inventory is BULK, yes? So there is no real limit on 'slots' as it were, only a limit on total size.

It's been a while since I thought about it in general terms... I recall el. had strong opinions on the matter.  But yes - unless items are extremely heavy, it's the raw number of "large" objects that can be carried which is most important (for balance purposes).  For stuff that can be divided up into "infintesimal" parts (say "food"), then the weight is going to be important.
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Gaspard
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« Reply #85 on: August 26, 2009, 10:50:36 AM »

Hey zenbitz, when you 'finish' with the health and damage article, would you have time to give your input on the Inventory topic ? Some base info is required to work on the Inventory screen, like how many different parts of armor there are going to be, separate greaves, leggings, shoulder pads etc ? Any other thoughts too.

As Border started working on the HUD, the various screens like Inv and Char will come up at one point and coders expressed interest in finishing the Inventory code to get it working on a basic level at least.

Perhaps this should be a topic for the IRC meeting, your input and graphics guys' comments on what they can and will do.
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zenbitz
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« Reply #86 on: August 26, 2009, 08:09:15 PM »

Huh, thought that was done:
http://wiki.parpg.net/Proposals:Encumbrance_Armor_Clothes

Inadequate?  Unclear?  There are 34 hit locations.  Armor pieces (and clothes) are defined by by covering some subset of them.  This can be defined at the specific item level (some helmets will cover the face, others will not).   

Are you saying you want a bigger list of sample items? 
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Gaspard
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« Reply #87 on: August 26, 2009, 08:30:59 PM »

I thought to ask of something in the lines of the possibility of adjusting an aluminium pan onto your knee and a piece of wood into your jacket onto your back etc รต_o

Or would a material or some such of a piece of clothing determine it's defence capabilities. A knee-high heavy leather boot vs canvas sneakers. Tweed coat vs a tanned leather jacket inlaid with padding.

Or you don't care, consider these  to be just details and would throw the ball on to Graphic department ?
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zenbitz
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« Reply #88 on: August 26, 2009, 09:02:04 PM »

All of the above.    I will define some sort of "average protection factor" for various materials you make armor out of (like aluminum pans).  You would need to make some kind of skill roll to actually make armor out of it, or reinforce existing clothes. 

I will also make a list of typical items and armor values, but anyone is free to add to it (although it might get edited).  It just takes a while to do this.  It's somewhat tricky because the armor value depends on the combat system which depends on the skill and stat system etc.... 
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shevegen
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« Reply #89 on: October 09, 2009, 11:22:52 PM »

It sounds as if we will implement combat last (i.e. after skill system is in place)
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