- Joined
- May 11, 2008
- Messages
- 1,198
just that. i've seen countless useless item systems, and some systems that were useful, usually stacking or recipe systems...a few alternate inventory systems have been intriguing but always faulty.
anyway, what i was thinking was...wouldn't it be cool to have certain kinds of items that would get stronger as time went on? but how would you deal with leveling them up? i guess there's a lot of different ways you could do this...
one idea with leveling up an item...is to increase the charge count for the item to level it up. but wouldn't this restrict it to being only for items that don't have active abilities?
another thought though, is...how do we know when to level up the item? how would the item gain experience? would we have to use our own variables to keeptrack ofexperience, andthen level up the item? and if so, what circumstances would indicate an increase in experience for the item?
i just can't really figure out exactly how to do it...and as far as i know, no one made a system like this. if you need an explanation of what i'm talking about, look at materia in final fantasy 7. it levels up with ap. so monster kills give exp and ap...right? even money...so maybe we need to simplyadd on an extra resource for use only by items to do this? and it would also use a custom bounty system for the ap or whatever we call it.
anyway, what i was thinking was...wouldn't it be cool to have certain kinds of items that would get stronger as time went on? but how would you deal with leveling them up? i guess there's a lot of different ways you could do this...
one idea with leveling up an item...is to increase the charge count for the item to level it up. but wouldn't this restrict it to being only for items that don't have active abilities?
another thought though, is...how do we know when to level up the item? how would the item gain experience? would we have to use our own variables to keeptrack ofexperience, andthen level up the item? and if so, what circumstances would indicate an increase in experience for the item?
i just can't really figure out exactly how to do it...and as far as i know, no one made a system like this. if you need an explanation of what i'm talking about, look at materia in final fantasy 7. it levels up with ap. so monster kills give exp and ap...right? even money...so maybe we need to simplyadd on an extra resource for use only by items to do this? and it would also use a custom bounty system for the ap or whatever we call it.