We spent most of this week working on equipment and the underlying engine powering it. It’s not 100% finished, but it’s coming along very nicely!
Items in Project Sky is divided into a number of subcategories. Today we’ll focus on character equipment. This means things like armour, weapons and trinkets.
Think about player equipment as coming in tiers. Each new tier is, for the most part, better than the previous. There are a few instances where that isn’t the case, but we’ll forget that I just said that for the time being. The equipment you’ll see in the gif below is from the leather armour tier. Equipping it adds one point to the character’s defence. It’s the lowest tier in the game, but it’s still a hell of a lot better than nothing.
If you’ve ever played the new XCOM: Enemy Unknown game, you’ll notice that this system is quite similar to theirs. They also have tiers that are objectively better. The only difference is that XCOM is based around a health system where armour adds health points. In Project Sky, we take the more conventional route of having armour reduce damage taken.
The necklace you see in the gif is a trinket that will alter the character’s stats in some way. This could mean increasing their damage, increasing their speed, or some other attribute. It could also be some sort of a trade-off of unique effect. Trinkets are important to the survivability of your crew and are best used in a way that will enhance the strong traits of the individual.
Weapons in the game work fairly similarly to equipment, except that they modify your attack power. There’s more to equipment than just this, but we’ll get to that when it comes up.
As you can see, the Ledger isn’t completely finished yet, but we’re making great progress with it. Swapping equipment in and out is fast and easy, even with multiple crew members. Our hope is to keep the game as streamlined as possible in this area so that you don’t have to spend too much time managing your items. A large part of the game focuses on your crew, but that doesn’t mean you have to spend all of your time lurking around menus.
That’s all for this week! We’ll be tackling some difficult things this week, which means I’ll either have a lot to show you on Saturday, or I’ll be grumpy and have nothing to talk about. Let’s hope for the prior!
See you then,