Having read the headline, many of you thought about the role-playing part of the game: somebody thought about crafting, others pondered over the opportunity to make love to a she-companion. Today, I have to admit, it’s quite modern approach to RPG – some games give an opportunity of flirting even with same-seх characters, let alone heterosexual relationships. Right… But it’s not our approach! Exoplanet: First Contact offers a player much more worthwhile pastimes. This entry is devoted to another important part of RPG which we’ve been recently working on.
What does a player use even more often than the skill upgrade? What is vital for managing the stolen honestly earned artifacts, as well as for crafting and trading? Right guess – this is inventory and everything connected with it, in other words – Inventory System (IS). IS is based on every activity connected with the gathered items: browsing, managing the settings, crafting, trading and so on. Since the last update we’ve conducted a large work, having fundamentally changed the core mechanism of the system. We made the IS more flexible so that a player will be offered multiple options for managing the loot.
To begin with, we added an option for stacking inventory objects. Similar objects no longer occupy separate room and are kept in one slot. Presently, this works for all the items; however, we are considering the variant where, in order to keep the balance of the game, it would be impossible to stack some objects.
Some objects can be customized. For example, a turret, which a player can craft, can use a custom weapon, and since recently it also needs to be regularly provided with shells. Thus, a player gets not only opportunities, but also some restrictions, so that he has to seek some balance. Earlier a player could also add the crafted turret to inventory, but the previous settings got deleted. Now, having once set the turret, a player will be able to see the weapon used bу it, thus being able to use the turret again without managing the settings.
Hardly can one imagine an RPG where it’s impossible to loot the defeated enemies! Finally, this function also appears in our game. For example, now it’s possible to collect the meat and horns of the killed kabarogs, as well as the dead bugs. Such loots could be used for crafting, cooking, or they can be sold to a local vendor for several shards! By the way, now the inventory shows player’s finance, represented as bits of antigravium.
One of our game’s special features is controlling animals by means of implants. Thus a player can craft a living gadgets and get new opportunities. To use the feature a player will be given an option to store the caught bugs and other insects. The number of such creatures will be limited – currently a player can pick up no more than three living bugs.
It’s been a short highlight of the changes we’ve made to the IS. Thank you for following our updates. Please, do not forget to leave your comments below. We are always interested in your opinion!
Nice update False3d :)
Nice inventory system.
Thanks guys! I appreciate you like it! =)
whered u download a BETA? :)