Buying or selling quest items in your shop is strictly outlawed! If you get caught with quest items in your shop, the admin-wizards could levy heavy fines.Lower the buy price on items you probably won't be able to sell and raise the sell price on super-rare magical trinkets! Stupid adventurers keep trying to sell you rusty swords and other worthless crap. At the end of each day, the shop closes and player re-stocks shelves and sets prices.incorrect clicking causes pissed off customers and delays. Player processes adventurer requests by clicking on the item on the shelf they're shouting for, then clicking on the adventurer who wants it or something like that. Adventurer come into shop each day to both buy and sell stuff.This keeps the player on their toes trying to make as much profit as possible each day. Ongoing periodic costs for you (the shopkeeper) like rent, food, firewood.Many item definitions and magic item mods from that project Item code from my "Hunt for the lost rainbow jewels" project Since this is just starting, feel free to post wild ideas.Ĭurrent state of the project - what is there at the moment: Since the items and graphics are borrowed from my Jewelhunt game, they will mostly consist of the typical RPG adventurer equipment, weapons, armor, treasure items and the like. So I want to start with a sort of brainstorming - what would you like to do in the role as a shopkeeper? What will be fun for you, what should be avoided? While I surely can implement the mechanics of a shop and I also think I'll be able to come up with some usable graphics for it, I'll need help in making it a real game, keep the player in his role as shopkeeper entertained, challenged, motivated. The challenge is, to make this more than just a funny idea. Now, the problem is, I'm a bad game designer. I've never done anything this big and am looking for a group to help out and come up with something special that gets everyone talking.Since a while I'm thinking about sort of an RGP with reversed roles in terms of shopping - instead of playing an adventurer who visits shops to buy and sell items, you take the role of a shopkeeper in one of those towns. I'm looking for other fans of Dope Wars to come together and share ideas. It would be cool to make this a huge side mission kinda like the gang wars only it happens throughout the entire game. It would be awesome for an element being the responsibility of size, so the more drugs you start selling the more vehicles you'll need for transport, cars boats and planes! This could be made into a showstopper by using the engine's details, like satchels for drugs bags, bags of money. ![]() Certain cities could be producers like meth shacks in the desert, or marijuana fields in the mountains, cocaine and heroin by the airports and so on. Using the GTA III engine this could be made into a show stopper!ĭifferent areas of the map could be split up into "hoods" or districts, with each having its own market and preferences. You start out with a small amount of money and you have the option of buying a selection of drugs, not all drugs are available in all cities and the price fluctuates netting you profit on the sale. The premise is pretty simple to anyone who has played Dope Wars. Now what I'm wanting to do is turn my favorite simple game of all time "Dope Wars" into side missions in GTA SA. Well with all the mods out thats very easy to accomplish. I always said that if they had grand turismo quality cars and rainbow six style weapons in grand theft auto it would be the best game ever. I have been a fan of GTA SA since it came out bought many copies and would always talk with my friends about "the ultimate video game" in which it contained elements from my favorite games.
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