NPCs, shops, inventories
I've now broken out inventories and inventory interactions so you can view your own inventory separate from any other UI.
There is now a 'purchase' mode that treats another inventory as a store - so I added the first NPC in the game (although they are a totally static shopkeeper) from which you can now buy items:
Looking past the hideous prototype art, this is another big step toward functioning gameplay. The pictured shop, while currently selling milk as a test, is intended to be a 'wagon workshop' that will build new wagons/carriages for your train. That unlocks more and different capacity to carry more valuable cargo. This is intended to be (fingers crossed) a crucial part of drawing the player into the game.
The next step toward this is actually properly saving the state and position of the train, something I have avoided until now. Doing this will unlock the ability to add wagons onto the train with some degree of permanence.
Bonus: You may have noticed there is now time of day too. I need to spend a few hours at some point to add day/night lighting.
Train game
A work-in-progress game probably featuring trains. Not a puzzle game.
Status | In development |
Author | d w roberts |
Tags | Life Simulation, Trains |
More posts
- Train delayed (or cancelled)Nov 04, 2023
- Back on track(s)Jun 01, 2023
- Train yardsApr 23, 2023
- Frame timing hellApr 21, 2023
- Basic object placementApr 15, 2023
- Spline cleanupApr 10, 2023
- Basic gameplay milestoneApr 03, 2023
- Invisible technical workApr 02, 2023
- Putting some more thought into artworkMar 26, 2023
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