Game Development Reference
In-Depth Information
Building your shop
Using the items, we are going to design our game. Now we need to start thinking about
how the player can be provided with these items. Do they need to be bought from a shop,
are they found somewhere, and can they be sold later, or does the player simply throw them
away once done with them and move on to the next shiny thing? In some games, the previ-
ous item becomes fused with the new one to highlight a progression.
The next thing that should come to mind once you have settled on some sort of shopping
system is how the player will access it. In most RPG games, it is the traditional roadside
shop or wandering peddler. The player has to travel to a certain location in order to buy
items. In the case of some of the rarer items, they have to travel to a specific shop or a mys-
tic sear guarding the item in order to acquire it.
Laying out the shop's design is fairly easy, simply because it is a shop. You don't have to
worry about loads or size; it is just a storefront.
Some examples of different shop layouts are as follows:
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