INTRO--- welcome to my game. i'm kind of proud of it. also, guys. the greenies are friends, trust... there's not much you can do yet. sorry. this is just a showcase of the engine (unfinished) more than an actual game. but here it is! -------------------------I-N-S-T-R-U-C-T-I-O-N-S--------------------- wasd/arrows to move e to enter/exit inventory r to reload firearm space to shoot ---------------------------I-N-V-E-N-T-O-R-Y-------(E)----------------- While in inventory, you can interact with nearby objects, and objects you are wearing or carrying. there are two layers of your inventory, made up of the two types of objects: equipment and items. LAYER 1: EQUIPMENT Equipment is anything that you wear or are using as a weapon, for example, a shirt, a sword, a necklace, shoes, power armor, or a rocket launcher. tools such as a screwdriver, a car repair kit, etc; are not classified as Equipment. Of Equipment, the two kinds are weapons and clothing. the weapons are the minority, and are separate because they cannot carry anything inside of them (except for ammo). there are three weapons slots: Main firearm: rifles, rocket launchers, machine guns. the big scary things. they are useful for long range combat. (submachine guns, bows, and crossbows go here too) Secondary firearm: Handguns, Grendades, throwing stars. the "I might not end you straight off, but it'll hurt like crazy anyways" weapons. they are useful for short-range combat, and as a backup for if you run out of ammunition for your main. Melee (up close, hand-to-hand) weapons: swords, axes, knives, spears. blades, clubs, and spikes. don't get near 'em. they are useful for close combat and charging. Clothing equipment always has (A): storage slots to place items inside of, (B): an effect to boost your stats, or (C): a mix of both. the different clothing categories are: pants (pants, shorts, etc;) shirts (shirts, sweaters, vests, etc;) body armor (combat vests, jackets, scuba suits, etc;) footwear (shoes, boots, sandals, etc;) tokens (jewelry with magical properties) shields (ping-pong tables, trash can lids, riot shields, etc;) handwear (mittens, gloves, etc;) headwear (caps, balaclavas, helmets, scarves, etc;) backpacks/slung item (backpacks, tents, mortars, etc;) Every type of equipment has ONE equipment slot in the inventory. if you come across multiple equipment of the same type, you have to make a choice of which one you need more. LAYER 2: ITEMS items are anything you can put inside of an equipment. for example, sticks, food, bullets, pocket knives that are NOT being used as your melee weapon, passports, etc;. they all have one (or more) action(s) that you can use them to perform. You MUST have an open item slot if you want to pick up an item! some items can stack (multiple identical items in one slot), but only to a certain amount (depends on the item). there are three subclasses of items: consumables, tools, and ingredients. Consumables are things like food, water, ammunition, band-aids, and gasoline. they are things that, by using them, you consume them (hence the name). they are one-time-use. these are typically the most stackable items, because the amount that you have of any consumable will fluctuate from day-to-day, and you need to be able to stock up on them. they are the most common items to find. Ingredients are similar to consumables, except that you usually need a Tool to combine multiple Ingredients into a brand-new Item or Equipment. they have an okay amount of stacking, because they are fairly specific to certain recipes and so are kinda rare. Tools are the most interesting kind of item. you use them to perform actions, such as to make an item out of ingredients or to plant a plant, and some can be used as melee weapons. ------N-A-V-I-G-A-T-I-N-G---T-H-E---I-N-V-E-N-T-O-R-Y------ press E to enter the inventory. on the left of the inventory there is a bar. in the bar there are nearby objects. you can click on these to equip them. click on items or equipments in your inventory to unequip them. --------------------------------------------------------------------------------- it took me a good hour to write this XP
----[___}*** All details are subject to change. ***{___]---- you might want to click the flag a couple times till the loot is interesting - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -All code, art, and storyline is by ME (@werhappy27 ) -Partially inspired by MinidayZ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Features (Y next to ones included, N next to ones planned): -NPCs!!! (lame for now, but the foundation is laid) Y? -Weapons (only a pistol for now but more are coming) Y -Inventory Y -Three-layer building engine Y (basically, it renders the roof, walls, and floor in different layers, so that entities show up correctly) -Player-following camera Y -Firing and reloading for weapons Y -Random item generation Y -- -- -- - - - - - -- -- -- -- -- - - - - - - -- -- -- -- -- -NPC conversations - N -NPC combat - N -Large map - N -Sounds+music - N (would love someone to help me with this) -actual items that are used for stuff - N