Monday Screenshot 6/22: Inventory and Equipment
Okay, I can't/won't show you what goes on that bottom dark part of the screen (that's part of the stuff that got me in trouble last time) but here's how the Solomon's Keep inventory system is going to look. Solomon Dark, because it was planned to have *sooo* many items, had an infinite inventory. But Solomon's Keep has a more limited onc, since you can only expect to find somewhere between 2-5 items on a single run. Also, it's important to have a limited/tetris inventory because of a game feature I plan to put in that I haven't announced yet.
Note that the Amazing Cabinet will have a sufficiently large storage space to accomodate 75% of all items in the game at one time.
Comments
Limited inventory is a nice addition for SKD
The items are (like in iOS Keep) grouped by difficulty. There's good stuff on Normal difficulty, better stuff on Wizard difficulty, and so on and so forth.
But there's a new attribute that can be on items called "Luck" which causes a random roll on whether you can find a much more potent item. For instance, while doing a run on "Normal" you will get "Normal" magic items. If you have luck, it'll do random rolls for whether you find an item that actually would be on the next difficulty up. I.E. finding Wizard items on Normal difficulty, finding Demiurge items on Archmage difficulty, etc. There will in fact be some items that are not native to any of the available difficulties and MUST be gotten via luck attribute while playing on the worst difficulty.
Luck items are specifically set up to force hard choices-- Lucky items won't boost your character, and some will even do unpleasant stuff like cut your damage % (unbalancing Karma is not free!) So you have the choice of going treasure hunting or being awesome.
And btw, the cute stunt of switching to your lucky outfit at the last second before you beat the boss monster so that you can be both lucky AND awesome won't work-- I found a way to short circuit that.