Fifth weekly Devlog


This one will be short. It's been mostly bug fixing the inventory and crafting system. I did what I really avoid doing, the spegettification of code. Hopefully, by the end of next week, I can start building specified crafting table and recipes to craft. After will come shops and npc inventory.

I'm working on an idea for shops to implement some type of active supply and demand. It would be best if the shop had a physical inventory that relies on shipments of goods from other retailers or some other shady sources. Given I can sort out a balanced system, These mechanics can allow for sabotage or acceleration of markets within the game. For example, you might want to cripple a factions fighting ability by finding a way to break the supply line. The depth to a system like this could get out of hand really quick so the challenge would be to work out simple solutions. 

One idea is a skill specialty and security clearance system for npcs. Basically, when generating an npc, it will have a traits card that can be compared to available positions and place them.  An example would be like an efficiency trait combined with a foreman position  could determine how much resources can be produced and affect the supply chain up the line. This web of connection will force the player to react to consider the market to help change the environment as they see necessary. 

As for npc inventories, I want them to play a role within the market system. An npc could have items on their person or in an open or locked storage in either their home or work or maybe a lock box in a bank. Finding ways to access these containers could give you huge leverage if done right. 

I don't want to go into too much detail as I have not yet implemented any of these features yet. These ar the next steps in development and I will update every step.

That's all I have for this week so check back weekly for more updates to keep up the direction for the design of Slum World.

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