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Deposit Box - Store Your Valuables

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Reginald

In the spirit of seeking to expand upon the game's capabilities, I was thinking that it would be a good idea to possibly include a Deposit Box that can be used in-game at the Guild Hall per character. The Deposit Box would function thusly:

- Could hold a maximum of 24 items per character.

- Items in the Deposit Box can not be used in the dungeon while in the Deposit Box.

- Can only be accessed while visiting the Guild Hall.

With the possibility of expanding equipment and items to carry, a Deposit Box would be quite handy for storing valuable quest items, different weapons/armor to swap for your character, and serve as ameans to hold items you might want to give to fellow guild members.

Note: This Deposit Box does not imply that all items should be shared between characters, just that you can hold items in it and trade the actual "tradeable" ones at a later time, rather than have them jam up your inventory indefinitely.

I'm not sure if this is possible or not, but if so, it would be an incredible boon to players across Yserbius and Twinion.

ZaneDubya

I like this idea. Some of my favorite changes to this game are those that visibly differentiate it from the original game. Sure, this engine runs outside of Dos, and its much faster, and there are some UI screens that are in a higher resolution, but where it really differentiates itself is in the multitude of actual improvements from the original. The item tool tips are a constant and clear change that players interact with on a regular basis. This might be another one.

To answer your last question first: yes, it is possible. The hardest part will be reworking the UI to show the dungeon's inventory view in the keep.

Interesting (to me, perhaps, and perhaps to you as well!) the keep UI is the very oldest code in the game. My focus when starting the CommunityKit engine was to reimplement the Yserbius game engine piece by piece, screen by screen, and so I started with character creation. I've learned a ton about programming in the two years since then, and every time I look at the keep code, I can't help but laugh uncomfortably. It's not up to the standards of the rest of the codebase (insofar as there are any standards at all ). And yet, it's the most stable portion of the game, battle tested and pretty much bug free. This is in part because it works with much less game state and packet exchange than the tavern and dungeon, and partially because it hasn't really changed in a year and spare change.

So grafting a dungeon-like UI onto the keep might prove a little difficult, but I'll look into doing it.

The other question that is worth looking into is how much space to give a player. I think the original Yserbius experience was balanced, in a sort of way, by only giving a player 20 or so inventory slots, plus the seven slots on your paper doll. I recognize that adding slots that are inaccessible in the dungeon won't change that particular balance... but I wonder if there isn't some other variable that I'm overlooking that would change the experience for the worse by adding this feature.

Food for thought.

Silver

The Deposit Box would be useful for holding on to things that you know you might need in the future (say, an additional copy of Cloewyn's toys for when you collect the other thing that needs returning to his crypt, or a second example of the Lava Glove if it turns out to be necessary in some later puzzle) so that instead of having to go back and do a quest that you have been well over-leveled for for a while, you can sally forth. Of course, if the point of those quests is to inspire a certain bit of nostalgia, or say, better, to give a higher-level player an incentive to help lower-level players run that particular quest for the first time, then that's one thing, but if it's just for additional delay, then it would be really nice to have a space to store your spare copy so that you can teleport out, grab it, and go.

The Deposit Box also might contain an additional kit combination, so that someone can have a build of equipment for when they're running the dungeon solo and a different build for when they have someone protecting them and allowing them to use their skills and abilities more. With further changes to stats and items, it would be almost a guarantee that someone would want to swap their equipment out depending on how many are in their party at adventure time. Without having to throw things away or dedicate inventory spots to holding on to their other equipment.

ZaneDubya

Ok, this is on the to-do list. However, in planning out the UI for this screen, I realize that I'll need to have both the "deposit box" (bank? stash? I like deposit box best!) and the player's inventory up on the screen at once. So this must wait, pending an expansion of the hi res screens that I've started adding throughout the program. That said, I'm working on that at present, and hopefully it won't be more than a few weeks before we see this addition.

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