Currency and Risky Upgrades

Since yesterday i have made some new additions to the game. I now have a very basic currency system in the game, it’s not complete yet but it does allow you to pick and choose between items to buy and stops you from crafting if you can’t afford the materials. Each material, weapon and element is worth a different amount of coin and some are worth more than others once crafted into a finished item. I’ve also finished naming each material, weapon and element.

blacksmith break testThere are nine materials:

Wood,

Stone,

Bronze,

Obsidian,

Steel,

Mithril,

Titanium,

Dragon’s Bone,

Adamantine.

Six weapon types:

Arrows,

Sword,

Katar,

Spear,

Battle Axe,

War Hammer.

And six elements:

Fire,

Ice,

Lightning,

Poison,

Dark,

Holy.

Together there is already over 350 different combinations of weapons available to craft in this small game. The portion next to the Blue line is for currency, each time the player changes their mind the game has to alter his total coin count based on what item he was just looking at and which item he wants to look at next. Nothing fancy. I still haven’t made a formula for selling the item yet. The portion next to the Red line is for upgrading items and their break percentage. In my last post i talked about having a QTE for the player to make the item. I’ve decide to scrap that idea in favour of a more risky mini-game. The idea is that the player can decide to upgrade the item if he likes, upgraded items will be exponentially worth a lot more than normal items and all items will be upgradeable ten times.

Script for Currency and Item Upgrades

Script for Currency and Item Upgrades

The risk factor is that which each upgrade the chances of breaking the item increases up 5% from the last grade. Broken weapons are useless and can not be sold for more coin. It’s a gamble the player has to take: he must risk losing the item in an attempt to increase that items worth by multitudes. Currently the break statistics for this process is as follows:

+1 has a 10% chance to break,

+2 has a 15% chance to break,

+3 has a 20% chance to break,

+4 has a 25% chance to break,

+5 has a 30% chance to break,

+6 has a 35% chance to break,

+7 has a 40% chance to break,

+8 has a 45% chance to break,

+9 has a 50% chance to break,

+10 has a 55% chance to break.

 

This means the chance of the player creating a perfect weapon (+10) is 1.55%. Very low, very rare and will be a very expensive item for the player to sell!

 

 

 

 

 

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