Development Update (24/07/2023)
Added 2023-07-23 23:26:06 +0000 UTCHi!
Here's a quick development update.
Today I finished some of those new consumables and starting tomorrow (next week) I will implement the first iteration of the trading system.
This upcoming trading system will be inspired by a game called UnderRail which is an old school turnbased RPG and it has a really nice and simple bartering system that I like.
This UnderRail trading mechanic is based on easy to understand refuse & accept meter which is mostly linked to the item trade value with the in-game merchants/traders.
With this bartering meter approach, it would mean that there doesn't have to be in-game currency and money related to trading like in most survival games.
Here's an example of the UnderRail refuse & accept meter.

I think this is approach is something worth pursuing because money would be totally unrelevant IRL post-apocalyptic scenario when the society is collapsed, so all the trading value should be based around the utility value of the item.
I will keep you updated on how the system is progressing along the upcoming week. I'm hoping to get the initial UI's and scripts ready within 2-3 days and rest of the week is then (hopefully) just debugging, testing and connecting this system to the shelter's computer which will act as a trading tester in Public Demo 2.
ps. I also fixed bunch of UI-scaling bugs earlier today related to ultra-wide monitors, now all the UI + HUD elements should scale correctly on different aspect ratios.
- Antti (Developer)
Comments
know this game!
Юрий Су
2023-07-24 08:54:34 +0000 UTCI love this. This is exactly how trading would work irl after the world ends. I have seem this kind of trading in other multiplayer games where players trade based on perceived item value. Would this system be dynamic? As in if you keep finding lots of ammo for instance and you keep trading that with the same trader would the value of that ammo drop because the trader already has a pile of it and actually doesn't need all that ammo and might put more value on other items that they find to be more scarce?
Matthew Newton
2023-07-24 06:48:18 +0000 UTCYes, the trading deal is based around putting up enough offered item value compared to requested item value and you can decided how you form that overall trading value with your items. This leads to situations that there might not be exact and balanced deals since it's hard to find something where the requested and offered item values match exactly, but I kind of like this that you might have to "sacrifice" some items to meet that deal threshold. In terms of item types, I will also design this system in a way that there's multipliers for different kind of item types in the future. For example medical related trader will give more value (multiplier) towards medical items and less value towards consumables etc, but in Public Demo 2 there's just one generic trading scenario in order to test the system.
Road to Vostok
2023-07-23 23:50:05 +0000 UTCNever seen this game before, but I really like the concept of refuse and accept with the trader. So if I'm understanding this correctly, in order to trade, you will have to offer up an acceptable amount of goods to the trader? Like, it won't be a static trade request like Tarkov, where you have to offer up specific items for the trade, but rather you will have to kind of "sweeten the deal" if the trader is refusing your current offer?
M1XED_BAG
2023-07-23 23:40:52 +0000 UTC