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Shop event #119
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I don't think we have a proper system for a in game deck yet, the system you mentioned under Proposed Solution I think uses Resources which I don't think is a good solution for decks that change over the course of the game. So unless there is a deck system I'm not aware of I think it would be better to wait with this pr and maybe make a new pr regarding decks and building of the deck |
The default deck is a resource, and it only contains an array of cards. When starting the game, the array of card is copied into the current deck, it's an array. |
Is the current deck an array in the playermanager? in that case it's probably fine, is there anything else to discuss here? |
It's an array of card in the For other things to discuss, adding and removing cards from the deck. I'm guessing a simple |
Should probably have some simple helper functions in |
Yes, helpers to remove torches already exist, but I don't think we have helpers for the inventory apart from that 🤔 |
Regarding, the price increasing for card removal, do we have a good place to track that. I assume most shop scripts wil be instanced when you come to the shop scene, so I don't think we can track them in any of those scripts unless we use static variables, but I don't think that's a good idea cause it might be a bit bug prone. Probably just somewhere in the player or card manager would be good |
We can even create a new |
Ye, that seems like a good idea. We also need a good way to chose which card is removed, should we just do a system simmilar to slay the spire, we already have a way to display the deck, so we should be able to use that to chose a card to remove |
I'm wondering if we could re-use the card display but the cards are buttons and you can change the action depending on where you come click to view the deck. |
Yeah, that was the solution I was thinking, I'm not sure if they already are buttons or if we need to change them, and if we do need to change them, should be do it in this issue or should we make a new one, since this is kind of unrelated to the main issue |
I would consider card removal as part of the shop, so it would make sense to do it now |
For how the player buys items, I propose we make a |
That seems like a good idea. Initalized as a child of the shop scene ? |
For the positions of the items in the shop, I would say we define a few sets of positions depending on the number of items / cards / consumables ? Like a 3/4/3 or a 2/4/2 for example ? Or even if we don't define several, at least a system that allows adding new sets of positions in the future ? |
Yeah, what I was thinking was just having arrays for shop_items for each item type, like a |
What i was saying was that we have some predefined positions for certain number of items, but yes we'll probably have items in arrays in the shop. |
It should probably be random, but should we have the same card throughout the run or wil they change depending on floor? We should probably at least have some poools of the diffrent items which the shop can pull from. This is all very heavily dependent on game balance so I sugest we have something modular like, but I also don't think we need anything more than an array of the options. For consumables we can also have the amount of conumables in the same array so we can change that |
mmh i would say we start with making the shop interface before trying more elaborate things for the actual stuff to put into the shop |
Feature Description
The shop is a place used to buy new cards, torches, items and consumables. You can also remove cards from your deck in the shop.
Motivation
Player get card rewards with fights and items with mini-boss / boss. All fights also yield gold, and the shop is a way to spend it to be able to customize your build / deck more.
Concept art / Designs
The items should be organized on a cat tree (since the shopkeeper is a cat)
The card removal should be a box of dirt (the shopkeeper buries the card). Buying a card makes the shopkeeper sweep the card from the tree with its paw.
Those last two points are more on the animation side and should probably not be implemented yet.
Acceptance Criteria
Proposed Solution
Adding torches, items and consumable is already managed by the Inventory, so it should just be a question of linking the visual interface to the inventory.
For adding cards and removing cards, we don't have a proper system yet I think. Need to see how we add or remove cards. We have the current deck as an array of cards I think ? it's a copy of a default deck, so we need to modify this (not the original deck).
Each card, item, consumable should be done with a texture button, as it's probably the easiest way to interact with it.
Additional Context
The interface should have card/items/removal in number 3/2/1 or 3/3/1, probably making the top row 3 cards, then below 2 or 3 items.
The item removal can be at the bottom right; the consumables can be on the last row at the bottom, 3 consumables should be good.
Keep it a bit modular so if we want to change it to have more or less item / cards later we don't need to redo everything.
This probably means that the interface should be a UI control and we spawn buttons in the UI control depending on the number we want. The image for the cat tree will be done later when we decide on the game balance and how many of each we want.
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