Weekly Update - Balance - Trading


Howdy,

So this week I started work on trading. It's not finished yet, but let's talk about the interface, and the concept behind it.

So, trading has been quite a long time coming. Coins have been a loot item for quite a few versions now, and previously they weren't good for anything.

But now they are.

So yeah. Trading.

You will on occasion get traders visiting your island, how this happens I'll get into more detail in the future. Each trader has two specific category items they trade in. Items they trade in can be bought for cheaper, and sold for cheaper. So if you happen to have a bunch of extra armour handy after taking it away from their previous owners, it's best if you wait for a trader which deals in armour, to get the most money for your goods.

Otherwise, it's pretty standard. You see something that you like - you click it, money trades hands, and everyone goes home happy. Or you own something you don't want - you click it, you get coins for it (if the merchant has enough) and so on.

Nothing too groundbreaking here. Last thing to talk about is how the prices are calculated.

For basic goods that you harvest, each item has a price that's fixed. Items that are crafted, however are worth a total based on the amount of material that went into them, the amount of skill needed to make them, their quality, and how much durability they have left.

So just as you'd expect, the higher quality items are worth more than lower quality, and if you try to sell something which is falling apart at the seams, you're not going to get much for it.

So yeah, that's trading in a nutshell. Next week I hope to expand on and finish this system. After that, it's probably the material and crafting rework.

Til then

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