Hi everyone,
As per mentioned previously, I've abandoned the last build I had for this, and I just wanted to restart because I've learned a little more with Unity and animations using their in-house software. I'm also (primarily) working on a desktop version (depicted below) that may be able to be ported to mobile applications (iOS and Android, sorry Windows users). A few of the core mechanics will be changing, such as the item -> XP system. Still working out the kinks, but for the most part I'm going to try to incorporate items with skills. Say you roll a raw fish, you get some Fishing XP. Combat items is where it gets a little tricky and I think this is going to be the largest struggle for me. I'll try my best to balance them, but for now the solution I have is:
Armours:
Weapons:
- Melee Weapon
- Some items will be assigned to Strength XP, others assigned to Attack XP
- Magic Weapon
- Ranged Weapon
Skilling Items:
- Raw fish -> Fishing XP
- Ores -> Mining XP
- Bars -> Smithing XP
- Logs -> Woodcutting OR Firemaking XP
- Potions -> Herblore
- Seeds -> Thieving
- Herbs -> Farming
- Runes -> Runecrafting
- Planks -> Construction XP
- Hides/Gems -> Crafting XP
- Impling jars -> Hunter XP
- Bolts/arrows/bows -> Fletching XP
Again, I'll continue to balance and manage the XP rates/rarity of certain things accordingly. The only skill I do not currently have plans for is Slayer. If you have any genuine ideas, feel free to share them otherwise we may be missing a skill I appreciate those of you who have stayed in contact via Skype asking about this project and I'm glad I can finally give you guys some level of understanding of where this is going. Here's some media of the new layout below. Graphics are a WIP but we're making a lot of progress.
Old Post:
[SPOIL]Hello everyone,
Before I start, I'd like to say thank you to those who supported my previous project, however it has since been worked on and sold to someone who had more time and wanted to take it in a different direction. I've recently got back into app development and started a new "game" loosely based on this CS:GO Case Simulator, but obviously with a RuneScape twist. As per usual, here's some media to give a general idea of where it's at right now.
This game is purely RNG and has no perks that will be available to give you any kind of edge.
I'm still working on the stats screen, but basically it records all the items you've gotten over time. For example, I've received 20 AGS and 44 red partyhats so far. It then adds the values of those items up and gives me my 'lifetime earnings'. Your current wealth* is displayed on the top right of the screen at all times, on all screens. I'm also working on a leveling system.
Leveling up won't give you perks, it doesn't make any items more frequent to pop up, it's just incentive to play and compete. XP is based on item value when you sell it. You recieve 5 XP per roll, regardless if you sell the item or not. If you sell the item, you get 50% value in XP. For example, AGS is 50M, I get 25 XP as well as 50M gp if I choose to sell it. Coins (current wealth/gp) will be used for hiscores purposes (RNG based hiscores, fair right?) as well as "in-app" purchases to give you sprite packs that basically reskins the app. More on this later.
If you guys have any suggestions or comments, please don't hesitate. This is very much still in the brainstorming stage and I appreciate all feedback.
Media:
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Game screen:
New loot:
Your current items in your inventory:
Update 1/3/2017:
Stats interface:
Update 1/6/2017:
Removed the old stats interface. Began working on a perk system.
Right now, this is the only active perk. Perks can be earned by spending GP in the in-game store. This perk, "Lotto", has a chance to take the item you initially rolled and change it into another item in exchange for no XP. Basically, if I roll a Rune Scimitar (awful loot) and my perk triggers (scales with level, current formula is (level x .05 / 100), subject to change), I could choose to reroll the rune scimitar in exchange for no XP gain and a possible better item. The game mechanics are changing and you will not have unlimited rolls all day, every day. I'll update more on this later.
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