Topic category: Mod design feedback
So, I'm making a mod that revolves around killing powerful mobs and collecting a reward for killing them. I'm thinking there will be different clients that will have advantages and disadvantages to you giving them the bounty. They have unique names but to simplify it here, I'll just call them The Villagers, The Illagers, and The Piglins. I'm also thinking about adding a store where you can buy items using credit earned from cashing in bounties. However, I'm having a little but of trouble figuring out how each client should benefit you. And I'm also wondering if I should have the clients give you items along with the credits, or if that would just make the store redundant. Here's my ideas:
- Each client gives different items (ex: Villagers give tools, Illagers give weapons, Piglins give armor), and but they will only give you those items if you cash in high-tier bounties, so anything that isn't practically a boss mob will just get you credits to spend in the store.
- Instead of giving you items, the clients just give you extra credits depending on what mob you slew (ex: Villagers give more for Illager kills, Illagers give more for Animal kills, Piglins give more for Skeleton kills, etc.)
- Get rid of the store and just have the clients give you items instead of credits (this one I'm not so sure about because I don't want to make people have to rely on RNG to get the item they want)
- Have each client give different kinds of credit that can only be used to buy certain items in the store (ex: Villager Credit can only buy tools, Illager Credits can only buy weapons, Piglin Credit can only buy armor)
- Have the clients not really have any differences and just have them all give the same amount of credits for everything (I'm not just gonna get rid of any of them because I already spent time coding them into the GUI)
That's all the ideas I could come up with. I'd love to hear some feedback, and if anyone has any other ideas they think could also work or work better, I'd love to hear it!
Sounds like a cool idea- one thing you might also consider is whether you want credits to be literal items, or a score that's kept track of using a global variable. You could have unique tokens for different factions, or just have some sort of 'reputation' value with each faction- or both. You could have reputation as a seperate counter that goes up when you work with one faction and down when you work with their enemies, or fail tasks; unlocking more challenging tasks the more you work with a faction.
But yeah, cool idea. And congrats getting a functional store working, that can't have been a small feat.
@Mindthemoods I was thinking a score that's kept track of, but I haven't figured out a way for the number of credits the player has to be shown on the GUI the store is on. So if I can't figure that out I'll have to either have the credits be physical items, or just put the credit number on the player's HUD and hope they remember how much they have when buying items from the store.
You can have a title or text box that displays variable text- then you just need a procedure that gets the player's current score, converts it from a number to a string, and returns that string. This should work in GUIs. (Though you could also make a bar or something with segments that appear based on the number to indicate the player's score. If the precise number is going to be important though, might be better to use text.)
@Mindthemoods Thanks, I managed to figure it out. I decided to have it so they give different currencies that are exclusive to specific items in the store.
Cool. Good luck, hope it turns out!