Been busy these past few days working on the UI manager and aiming for it's completion.
In order to complete the drag and drop, items were needed.
And as such I quickly coded up an item manager and an item effects manager.
I added a few basic items for testing, but in doing so got the urge to start implementing some random item generation while I am at it. (Or should I say re-implementing it.)
Look's like random item generation will take a bit of code and should keep me occupied for a bit.
To generate one item a lot of factors need to be taken into account:
Based on item type, item sub type and level of item quality, various attributes, effects, sounds, texture and sockets need to be assigned randomly, as well as a uniquely generated name.
Although it is easy to just assign random properties, but to have a balanced game where randomly generated items are increasingly more powerful and interesting, some time and thought needs to be invested. The previous implementation was rather rushed and a lot of unmanageable code.
Hopefully a few randomly generated items will be included in the next release.
A few new items sounds and textures will be included in the next version.