Starting with:Originally Posted by [url=http://www.gamersquarter.com/forums/viewtopic.php?t=1494&postdays=0&postorder=asc&star t=350]kirkjerk[/url]
Starting with:Originally Posted by [url=http://www.gamersquarter.com/forums/viewtopic.php?t=1494&postdays=0&postorder=asc&star t=350]kirkjerk[/url]
Interesting.
With the item editor we could make them all look different. Two birds one stone.
Next:
An idea that I already had in the back of my mind, considering the, uh, necessity-exceeding quantity of backstory I've written.Originally Posted by [url=http://www.dkvine.com/interactive/forums/index.php?showtopic=4090&st=0&#entry123293]Graf Saecula[/url]
See, that's exactly the kind of thing I wanted custom item classes for. Stuff like this is usually a staple for Zelda games. Now you can make those ancient documents actually show up on the subscreen, so the player knows they have them.
That's pretty cool. o.o' We'll definitely have to expand the Inventory screen though. Perhaps we could have different main subscreens depending on where we are. We'd probably only need the "Social" items (And not all that confounded inventory stuff.) on a normal house or town setting type area/Dmap. Thoughts?
And if we're going to be doing that "Different types of Heart container Pieces," (Which I have NO idea how we'll do, since they're all the same "Class,") we'll need more room for those as well. That, and labels. I highly suspect that we'll have to do yet another Subscreen Contest to accommodate all of this. > >.'
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