Open ThatFrostyy opened 8 months ago
Sure. If you see code commented out, then that means I might use it further down the line or implement it in another way. Basically, it acts as a reference for when I need to use it (if that makes sense). If you see any comments that are words and sentences, then that acts as a reminder of what to add. Sorry if it looks kind of messy at the moment as I am still trying to figure out the structure this should take.
Also, good idea. We should add comments for each other over commented code.
To answer your last question, I probably did mean that. I will change it to playerLevel instead of playerXP.
Sure. If you see code commented out, then that means I might use it further down the line or implement it in another way. Basically, it acts as a reference for when I need to use it (if that makes sense). If you see any comments that are words and sentences, then that acts as a reminder of what to add. Sorry if it looks kind of messy at the moment as I am still trying to figure out the structure this should take.
Also, good idea. We should add comments for each other over commend code.
To answer your last question, I probably did mean that. I will change it to playerLevel instead of playerXP.
Yea all good, also I changed it just now to playerLevel, sorry if I deleted some reference in future for your code. I left the most but maybe 2/3 lines.
Ok. Thanks! No worries. It is still a work in progress, so if you have any suggestions, then I would be happy to hear about them.
PR #11
PR #11
Done
@ThatFrostyy You mention the following:
You mention that each item should have a delay in crafting plus some might drain food/hunger and crafting success/failure should be randomized as the most of the game is, the % should depend on the item being crafted.
Could you please provide further details on what your thought process is for each item being crafted?
Also, are you ok with these player levels for crafting each item?
@ThatFrostyy You mention the following:
You mention that each item should have a delay in crafting plus some might drain food/hunger and crafting success/failure should be randomized as the most of the game is, the % should depend on the item being crafted.
Could you please provide further details on what your thought process is for each item being crafted?
Also, are you ok with these player levels for crafting each item?
Each item should have a time to craft, and it should depend on the level it requires, so for example a campfire might take 30 seconds to make. Items like the tent we could just add some code when that specific item is being crafted to deduct an amount from food and water. And the crafting success failure could be calculated based on the current player level and level needed to craft the item including the XP the player currently has.
Should probably tone down the levels a bit as the game is really hard lol I just tried playing it. Will require some balance when we are done.
Ok. Got it. I will tone down the levels to Level 1 for now until we get a good feel for how the game should progress.
I also noticed that if you type "explore' when you are in the forest, plains, beach, etc., it goes back to a previous exploration area. Example:
I was wondering if this is what the game should do? For instance, should the game also consider what if we already explored the area, do we want to go back to the area to explore it again? Basically, does it make sense to go from a mountainous area to the plains again?
Does that make sense?
I also noticed that if you type "explore' when you are in the forest, plains, beach, etc., it goes back to a previous exploration area. Example:
I was wondering if this is what the game should do? For instance, should the game also consider what if we already explored the area, do we want to go back to the area to explore it again? Basically, does it make sense to go from a mountainous area to the plains again?
Does that make sense?
Well not sure to be honest, I just made it so its random where you will end up when you explore and if its the same place it just says that you continue trough it. So yea it does not really make sense from a beach to a mountain but we can also improve this if you feel like it should be improved. Into maybe like more of a world where u can move around.
Ok. We can think about it more down the line. I just wanted to bring it up to consider that possibility. I will first focus on the crafting system and then focus on world building later.
Contributor
Alright sounds good!
@ThatFrostyy
Just a small update. Looking back into this now. Been busy the past 2 weeks to fully look back into this. I will try to get back into it this weekend and make more updates to the crafting system.
PR #12
@ThatFrostyy
Just a small update. Looking back into this now. Been busy the past 2 weeks to fully look back into this. I will try to get back into it this weekend and make more updates to the crafting system.
PR #12
Alright, yea same here busy but I will be free for the holidays so il jump back on to fix some stuff.
PR #13
Contributor
Merged.
PR #14
PR #14
Done.
@ohinson01 If you make a commit before me remove the items from being added to the players inventory on the start. The money and the gun.
PR #15
PR #16
PR #17
Gonna work on some crafting logic as well tomorrow morning had a tough day today.
Ok. Sounds good!
Implemented a timer and some code to get started with displaying the time for item crafting. Will send a PR sometime tomorrow as I did not get to it today.
PR #18
PR #18
Merged. Well sorry for not getting in on this yesterday was busy again whole week.
No worries! Whenever you have time to assist!
@ohinson01 What idea did you have for retrieving the items and removing them from the inventory?
I was thinking for retrieving items, grab the inventory grid off form 1 and iterate through it until you find what you are looking for.
For removing, i was thinking when the user crafts an item, it will automatically be removed from inventory. Haven’t come up with how that is supposed to work, so feel free to implement your own ideas.
On Wed, Apr 3, 2024 at 12:47 AM Frostyy @.***> wrote:
@ohinson01 https://github.com/ohinson01 What idea did you have for retrieving the items and removing them from the inventory?
— Reply to this email directly, view it on GitHub https://github.com/ThatFrostyy/Survival/issues/3#issuecomment-2033522774, or unsubscribe https://github.com/notifications/unsubscribe-auth/AQUV7RXXMQR5LXOYGEMM75TY3OCX3AVCNFSM6AAAAABEDO4LDSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMZTGUZDENZXGQ . You are receiving this because you were mentioned.Message ID: @.***>
I was thinking for retrieving items, grab the inventory grid off form 1 and iterate through it until you find what you are looking for. For removing, i was thinking when the user crafts an item, it will automatically be removed from inventory. Haven’t come up with how that is supposed to work, so feel free to implement your own ideas. … On Wed, Apr 3, 2024 at 12:47 AM Frostyy @.> wrote: @ohinson01 https://github.com/ohinson01 What idea did you have for retrieving the items and removing them from the inventory? — Reply to this email directly, view it on GitHub <#3 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AQUV7RXXMQR5LXOYGEMM75TY3OCX3AVCNFSM6AAAAABEDO4LDSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMZTGUZDENZXGQ . You are receiving this because you were mentioned.Message ID: @.>
Hmm so we just use the inventory first as a check and if they do we continue, and when the item starts/stops crafting we remove them.
Yes, that was my thought process. Do you think that is doable?
On Sat, Apr 6, 2024 at 4:26 AM Frostyy @.***> wrote:
I was thinking for retrieving items, grab the inventory grid off form 1 and iterate through it until you find what you are looking for. For removing, i was thinking when the user crafts an item, it will automatically be removed from inventory. Haven’t come up with how that is supposed to work, so feel free to implement your own ideas. … <#m-5456166761969484879> On Wed, Apr 3, 2024 at 12:47 AM Frostyy @.> wrote: @ohinson01 https://github.com/ohinson01 https://github.com/ohinson01 https://github.com/ohinson01 What idea did you have for retrieving the items and removing them from the inventory? — Reply to this email directly, view it on GitHub <#3 (comment) https://github.com/ThatFrostyy/Survival/issues/3#issuecomment-2033522774>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AQUV7RXXMQR5LXOYGEMM75TY3OCX3AVCNFSM6AAAAABEDO4LDSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMZTGUZDENZXGQ https://github.com/notifications/unsubscribe-auth/AQUV7RXXMQR5LXOYGEMM75TY3OCX3AVCNFSM6AAAAABEDO4LDSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMZTGUZDENZXGQ . You are receiving this because you were mentioned.Message ID: @.>
Hmm so we just use the inventory first as a check and if they do we continue, and when the item starts/stops crafting we remove them.
— Reply to this email directly, view it on GitHub https://github.com/ThatFrostyy/Survival/issues/3#issuecomment-2041015839, or unsubscribe https://github.com/notifications/unsubscribe-auth/AQUV7RS7Z4P6J2SCTWCBAZ3Y36WUVAVCNFSM6AAAAABEDO4LDSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDANBRGAYTKOBTHE . You are receiving this because you were mentioned.Message ID: @.***>
A crafting system would fit the game well and should probably be added, I have the idea that the player should be able to see what they can craft based on the items they have. If they have 1 stick it would show all the items that can be made or use a stick in the craft. The command should also be able to be done anywhere besides combat of course. And it should be made in such a way that allows for adding new recipes if needed easy later on. Another thing to consider to adding to it would be crafting tiers, which could be based on the players level/xp. Now those two are not implemented yet and have no idea if they will but that's just one way a tier crafting system could work. There should also be a delay when crafting some items take longer some less, some might drain your food or hunger. As well as crafting success/failure it should be randomized as the most of the game is, the % should depend on the item being crafted. As for the GUI sticking to text only for crafting and recipes would be the easiest option of course. But there could be a GUI which lets you see all the recipes and what you need for each item to craft it would probably be opened using a button that then shows a
dataGridView
like the inventory and shop use. While the actual crafting would remain in text.