Hello,my name is Alvaro. I'm designing a game which besides adventure game mechanics uses ideas from other genres, like Jrpg and life simulators, etc (the GDD is almost complete enough to start development). But, anyways, because of crafting mechanics (paper crafting, cooking, tailoring and others) I will need to use large quantities of items, and I worry if it will be workable within AC?. I imagine there will be a at least 20 or 30 items per category, (making them over a hundred individual items, all of which can be carried in bulks - like 3 donuts, 10 pork lunch boxes, 2 hats, etc). So I was wondering: is it feasible within AC? would it become totally confusing or unmanageable? would it have a big performance impact?
Seeing the action list workflow, I had thought of another possibility. I was thinking of having an action list manage the whole item list? like having a tree with all the possible items, and when the player crafts, the crafting action throws an id, that id is processed by the action list, which then verifies if the player has the item, if he doesn't, it would then populate one inventory slot, if he does have one, it would just increase the quantity of the owned item in the inventory.. you think this is possible?
Of course, I will most probably limit the amount of item slots available for the player, but I'll still have to deal with spawning items from a large list...
And well, I have to admit that all of my knowledge about AC comes from all the video tutorials, and although I did once study some programming, that was like 15 years ago (I'll be relying mostly on plugins like AC and playmaker)... so I though the best would be to ask first to people who actually have experience using the plugin (and/or have more robust programming knowledge). maybe I'm just worrying too much because I don't know what AC can achieve, or maybe you all may have a better idea of how to deal with this situation.
Anyways, thank you for your time.
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