Finding rare loot drops of any kind in games is always really exciting to me. I don’t even mind repeating the same task for hours if I know it will lead to finding a rare loot item. I played many free MMOs that relied heavily on the loot collecting mechanic to keep players engaged. This was absolutely stretched to its limits in some games like FLYFF, Silk Road, and Perfect World where quests such as kill 500 monsters, while gathering useless loot, were paired with Wiki forums claiming this ultra rare dagger loot is guaranteed to eventually drop from a specific monster. I will admit being drawn into the time trap every time. My goal for the indie game I’m building in Unity, Revna, is to include the thrill of finding rare loot, but avoid the boring grind.
In Revna (my Unity indie game), simple loot is dropped when an enemy or other game object is destroyed that the player can collide with to collect. Originally, I needed to spread loot drops out in a radius away from the player so it wasn’t instantly collected. After accomplishing this, I created a system to add the correct loot item in a variety of possible items. I also created a fairly simple item inventory system that generates IDs for new loot items. The main inventory system can take an ID and search for the loot in a large list of IDs, then add the appropriate amount of loot (or stacks) the player collected.
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