Item Generation - Magical Properties | Godot Tutorial

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Game Development Center

Game Development Center

Күн бұрын

Пікірлер: 24
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Let me know what you would like to see in other episodes in this new series 'Item Generation System' Can't make promises, but if it fits the scope I will definitely include it :) All the tutorials I made are free. All the tutorials I will make will be free. Support this vision by joining the YT member club, or with a pledge on Patreon: kzbin.infojoin www.patreon.com/gamedevelopmentcenter
@Snafuey
@Snafuey 3 жыл бұрын
Not sure this fits the scope of this series but I would like to see a item gen system like you see in Zelda LttP. I'll explain a bit. You have prize packs with 8 items in each pack. So each enemy is assigned one of the prize packs. There is a 50% drop chance. If you get a drop it starts with the first item in the pack. Then the next time you get an item with the same prize pack you get the second item in the list and this continues till you loop back to the first item. The ingredient that I think would be cool is how to handle saving which item should drop next over several prize packs. Let me know if you have any questions about my explanation. Hope to see another vid soon weather is on my request or not! Keep on gaming and keep on coding. 😄
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
@@Snafuey I think something like that would be relatively easy. Store the prize pack index in a dictionary and increase by 1 everytime you loot an item from that pack. It is a predictable system, not really fits the random item generation I'm doing here. I will put it on the list for other tutorials :) Thx!
@stanislavermizidis
@stanislavermizidis 3 жыл бұрын
Yet another super-useful tutorial Stefan. I consider both this and the previous video on item generation as a whole tutorial, if you don’t mind. Keep them coming. Also, good job on your Soul Whisperer and best of luck with development.
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Yeah, they are totally 1 big tutorial :) Thx Stanislav!
@bajista1516
@bajista1516 3 жыл бұрын
Can’t wait to get into it, this is exactly what I’ve been looking for, would love to see higher quality items with more suffixes done in this series
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Thx for the suggestion, I'm not going to go overboard with more suffixes, as I state in the introduction of the first episode; indie and hobby developers should avoid that. Games like Path of Exile have full-time positions for game balancing. Solo or small teams can't dedicate resources like that. What do you mean exactly with higher quality? That sounds like something I could may add, just need a bit more detail on it :) Thx!
@bajista1516
@bajista1516 3 жыл бұрын
@@GameDevelopmentCenter I had ment that like while rare might have two suffixes, legendary might have four. But maybe that’s a bit too wild, thanks for everything
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
I see, yeah, that falls in that first argument. The more variaty you add the harder it will be to balance. I love those systems myself as well, but know ut is better for my scope and development time to simplify slighty
@mnap1595
@mnap1595 3 жыл бұрын
For magical stats driven by item type, you might consider a separate table (e.g. ItemMagicalStatAllowed) with fields: Category | Type | Prefix/Suffix | Allowed. This would prevent having to define these attributes for EACH item and vastly reduce data bloat. If you want the ability to treat, say, SwordX differently from all other swords (e.g. +Defense), then you could also add an ItemExceptionId to the "PrimaryKey" of the ItemMagicalStateAllowed table. With this, you would look for the item's Id in this table's Dictionary. If found, use the exception configuration. If not, use the normal Category/Type/Pre-Suff lookup. I'd likely consider a similar approach for rarity %s.
@mnap1595
@mnap1595 3 жыл бұрын
Which you touch on at 6:30. :D
@-mappleaf
@-mappleaf 3 жыл бұрын
Thx for tutorial! Very informative, cool series!
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Thx Mappleaf :)
@dVaan
@dVaan 3 жыл бұрын
17:57 When you round down the rand_range() magical_stat_value, doesnt that make impossible to get the max, 60?
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Yes, like I said in the video you can use a round down function as well to get it more accurate. It can still be technically 60, but chances are very low
@roy852
@roy852 3 жыл бұрын
Awesome stuff :)
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Thank you! Cheers!
@mrfarenheid
@mrfarenheid 3 жыл бұрын
i would like to see how to handle sockets and gems, and in this video, do the suffixes and prefixes stack, do they add together if repeated?
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Suffixes can't stack as they are each their own category. I like the sockets idea, but will need some time to prepare a video like that. Hard to do that without a GUI :)
@1ncrement
@1ncrement 2 жыл бұрын
holy shit that cool, tnx u rly
@McHumaty
@McHumaty Жыл бұрын
I'd like to learn how I would create code that applies the respective suffixes in combat (for example), as each item has a different suffix. I think the bigger the database, the more functions you need. Correct?!
@GameDevelopmentCenter
@GameDevelopmentCenter Жыл бұрын
Not really. Most of it could be handled by a single function. I don't have tutorials for that though.
@McHumaty
@McHumaty Жыл бұрын
@@GameDevelopmentCenter Yes, I looked in the channel. I got upset. I really wanted to learn. What I thought, but I don't know if it's efficient, is to create a 'match' and based on the suffix, direct it to each corresponding function. Would that be the best way?
@squiggy_gamer
@squiggy_gamer 2 жыл бұрын
no github? sigh
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