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(1 edit)

ITEM UPDATE!

Like the post suggests, I figured items. It wasn't that bad. Apparently getting our Squirrel hating local resident to cooperate was a much more difficult ordeal to fix. Who'd thunk it? And so, as per usual now here's your guideline that you can just follow to create a new item. Trust me, the time it takes me to implement them is almost close to nothing, you should try to make some. The more content the mod has the easier it would be for me to spot unseen bugs, so PLEASE, if you have ANY idea for any of the things that you can add right now, don't hesitate, the worse it can happen is I tweak some numbers so it is not completely over powered lol.

New Items

  • Name
  • Icon image. Must be a background-less PNG with the image. 400 X 400 RGB 8.
  • Description. Make it on the short side, otherwise the pop ups for information get cut off. Or don't and have some of your so hard typed text be read by like 1% of the player base, that's also cool.
  • Type. And sub-type if it applies, such as Gear or Consumable, with each's sub-type being Weapons and Potions respectively.
  • Effect. This means everything the item should do. If its a potion, what it should do, if its a weapon how much damage it should do, if its armor how much protection it should give, yadda, yadda, yadda.
  • Recipe. Usually reserved for potions, its used in the alchemy lab, so keep that in mind.
  • Requirements. You know, the usual: 4 Str/2 Agi/Whatever magic/Endur-- What's that? ? No one cares about End? Thought so.
  • Price. Subject to change by yours truly. Can't have a late game weapon be cheaper than a freaking dagger...
  • Weight. Default for gear is 5 game weight units. For consumables is 1.

Go Nuts! OR don't, I guess at this point this is still a one man project.