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Author Topic: Marga Inventor's (Merchant's) Guild HQ  (Read 3067 times)

RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #15 on: March 06, 2018, 08:32:04 pm »

I would recommend a new symbol for divisors to avoid accidents.

[ | | ][ | | ][ | | ]
[ | | ][ | | ][ | | ]


The only thing either way, is a middle divisor. _ and — would use a slot. Underline seems a bit much but possibly acceptable since tt/courrier is already recommended.

Perhaps just avoid middle divisions normally.

Or make a paragraph break.
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UristMcChladni

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #16 on: March 06, 2018, 10:07:38 pm »

I would recommend a new symbol for divisors to avoid accidents.

[ | | ][ | | ][ | | ]
[ | | ][ | | ][ | | ]


The only thing either way, is a middle divisor. _ and — would use a slot. Underline seems a bit much but possibly acceptable since tt/courrier is already recommended.

Perhaps just avoid middle divisions normally.

Or make a paragraph break.
Yeah, that looks pretty good to me as is.

RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #17 on: March 06, 2018, 10:11:30 pm »

So held/equipped items are just the list, like you used before?

Are we ready for a vote or Guildmaster decision?
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UristMcChladni

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #18 on: March 06, 2018, 10:25:48 pm »

So held/equipped items are just the list, like you used before?

Are we ready for a vote or Guildmaster decision?
Yeah, an example inventory might look like this:

Quote from: Inventory
Equipped: Iron Sword (RH), Wooden Shield (LH), Small Pouch (Belt), Small Backpack (Back)
Quote from: Pouch
[A|B]  A=Iron
[A| ]  B=Yellow Crystal
Quote from: Backpack
[A|A| ]  A=Disgruntled dwarf
[A|A| ]  B=Alcohol to soothe the dwarf
[ | |B]

Should we make a couple of inventory holding items immediately craftable? It would be a use for wambler fluff.

RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #19 on: March 06, 2018, 10:35:23 pm »

It will take a little time to seed more ingredients. It is OK if the Inventors "spawn" items, they'll just be more expensive than crafting them.

I guess we'll want to make a requirement to post your inventor when performing your action for the phase. (If it is too lenient it can be hard to keep track if it is just for changes)

Simpler version
Quote from: I

E: Iron Sword (RH), Wooden Shield (LH), Small Pouch (Belt), Small Backpack (Back)
Pouch
[A|B]  A=Iron
[A| ]  B=Yellow Crystal
Backpack
[A|A| ]  A=Soothed dwarf
[A|A| ]  B=Empty bottle
[ | |B]

Edit: (Better for more different types of items)
Simpler version
Quote from: Inventory
Spoiler (click to show/hide)
« Last Edit: March 06, 2018, 10:41:18 pm by roseheart »
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RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #20 on: March 06, 2018, 10:42:09 pm »

(bump for edit)
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UristMcChladni

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #21 on: March 06, 2018, 10:45:50 pm »

It will take a little time to seed more ingredients. It is OK if the Inventors "spawn" items, they'll just be more expensive than crafting them.

I guess we'll want to make a requirement to post your inventor when performing your action for the phase. (If it is too lenient it can be hard to keep track if it is just for changes)

Simpler version
Quote from: I

E: Iron Sword (RH), Wooden Shield (LH), Small Pouch (Belt), Small Backpack (Back)
Pouch
[A|B]  A=Iron
[A| ]  B=Yellow Crystal
Backpack
[A|A| ]  A=Soothed dwarf
[A|A| ]  B=Empty bottle
[ | |B]
Sounds good. Should be easy enough for players to post an up to date inventory with this system. And I'll start offering pouches for 4 gold and backpacks for 8. Should be a good enough price for now.

What do you think of iron swords being three long ([X|X|X]), shields being 2x2, and all of the variety of magical items so far proposed being a single space?

Also, given the inactivity of this guild, do you think it's okay for me to hand down Guildmaster rulings on all of these till we have more people start participating?

Your edit looks good.

RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #22 on: March 06, 2018, 10:48:29 pm »

It is ALWAYS okay for you to hand down rulings as the elected guildmaster. That's why it's an elected position, if you're kind of going crazy with it you'll just be swapped out for someone else. So of course as I guess the maker of this game I would encourage you to involve people but you're right there's very few people there are some though. How about I let you decide.
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RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #23 on: March 06, 2018, 10:59:01 pm »

I'd recommend swords be longer (aka need a SHEETH)

Some other basics

-torch
-pick
-wood axe
-fishing pole
-quarterstaff
-bow, arrows(QUIVER)*
-dagger

*Actually might be too complicated just yet
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UristMcChladni

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #24 on: March 06, 2018, 11:03:57 pm »

I'd recommend swords be longer (aka need a SHEETH)

Some other basics

-torch
-pick
-wood axe
-fishing pole
-quarterstaff
-bow, arrows(QUIVER)*
-dagger

*Actually might be too complicated just yet
I was thinking a sword should be able to just fit in a backpack, since that is a way that they were commonly carried (or rather, wrapped up in cloth in a backpack).

I can certainly make all of those items available and give them prices. The question is whether we're setting their combat abilities, etc., over here, or in the ranger's guild?

RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #25 on: March 06, 2018, 11:20:15 pm »

Combat has been a hot ticket item as of late. When I created this game I imagined there would be sophisticated more one-on-one type combat inside the kingdom and then more general one for monster slaying type combat outside of it. Bloop may have some kind of system to handle both.

I haven't given my stamp of approval yet.



Even without all that set up if we get these base item set out we can gift them to the guilds to work with. For example natural metals is handled by the Rangers Guild but if there's a mining tool then that could very the success rate and stuff like that. Maybe a torch will let you mine at night or be more successful in night missions or something.

I mention the quarterstaff because Glass brought it up.

And I hope Rockeater is somewhere out there listening in because his Guild will kind of be in charge of I guess protecting these things. More so money but you know I'm guessing you can put items in your house.

I'm sorry I'm rambling. There's a lot of different things going on and all it takes is a little bit of talk between people to do a lot. And there's a lot to do. But I think this is really exciting.
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bloop_bleep

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #26 on: March 06, 2018, 11:32:31 pm »

+1 to roseheart's tools.

Also, UristMcChladni, I think you forgot to update the OP with the new items.

I suggest we have some sort of category system going:

  • Combat
  • Tools
  • Magic

This is just the basic ones we need for now.
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RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #27 on: March 06, 2018, 11:43:56 pm »

+Food

Oh it's coming

#DINNERISCOMING
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bloop_bleep

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #28 on: March 07, 2018, 12:51:40 pm »

I'd recommend lowering the cost of pouches and backpacks, or otherwise raising the price of shields and swords, since a backpack costing four times as much as iron swords is pretty unrealistic.
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RoseHeart

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Re: Marga Inventor's (Merchant's) Guild HQ
« Reply #29 on: March 07, 2018, 04:32:34 pm »

Adding Space needs to either be expensive or have some other factor like durability, or both.

Otherwise everyone will have the best bag immediately and there is no point to different kinds.


Though perhaps smaller bags are less cumbersome...



Slots Total + Slots Filled = Weight



Then we have items with "unused weight" requirements.
« Last Edit: March 07, 2018, 04:41:07 pm by roseheart »
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