Implementing systems that can't be implemented yet in Design Philosophy
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While working on Haven's character creation system, I've run into a small snag -- the creation of assets (acquired resources, monies, and property) and equipment (personal affectations and belongings) can't be done until I flesh out the objects and items to create, but I'm deliberately restricting myself from creating objects out of turn.
I could create a subset of the items to generate, but in that case, I would run into a snag, because, without having the rest of the game's systems as a frame of reference, I have no way of judging how they could be fairly represented in cost (because, behind the scenes, it all boils down to cost).
I could try creating all of the objects now, but in that case, I would once again run into a snag, because (besides taking forever) there would be dozens of graphic-less, function-less items in the game.
I could create a bunch of artificial objects that wouldn't be part of the creation system, but in that case, I would run into (yes) another snag, because I'm planning on allowing players to utilise the saving system immediately from the first demo, and that means that if they received test items, then I would either have to create replacement systems, which is still more work, or force them to create a new character, which isn't very nice.
Finally, I could simply skip those parts of the generation process for now, and only give the player basic starting equipment. This is yet another snag because the starting equipment would not suit the skills selected by the player.
What do you think I should try?
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