Author Topic: Gemstones and their implementation  (Read 1094 times)

saladasalad

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Gemstones and their implementation
« on: August 12, 2007, 06:54:48 am »
I have a rather unusual idea for how to implement gemstones. I'm not sure how or even if this could work but I would like to see the colour and pattern of gemstones be randomly generated. There should still be the standard gemstones (diamonds, rubies, etc) but a small, randomly generated, code could occasionally be attached to a gemstone that makes it likely to be totally unique. I think this is what they call 'procedural generation'.

I think this would allow a genuine market to form for these types of gemstones, as different characters would value different colours and patterns. Naming schemes would probably arise in-game for the different categories of gems, it would add a unique element to PS that isn't (afaik) available in other RPGs.


Some other random thoughts and questions concerning gems:

- Gems could be set in weapons to increase their value (and make them look better).
- Rare gems could have magical properties (faster regeneration of stamina, etc.)
- Does the 'Gem Cutting' job skill allow players to create rings and pendants and stuff? If not maybe it should be changed to Jeweller.
Artisian Hooke  -  Guild Elder in The Organisation.
Alumolo Genare.
Divire Dighur.
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Erisnas

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Re: Gemstones and their implementation
« Reply #1 on: August 12, 2007, 07:45:38 pm »
In theory it might be possible to do by making the gem stone image a mosaic.  That way you could randomly scramble the individual sections of the stone for each gem.