Leather and Persuasion
Almost done with the sculpting for leather armor. There's a quick detail pass left and then I can start on the low poly. I'm hoping to fill out some of the armor loot table so after this I've still got to do a chainmail and full plate armor.
And I've been continuing the skill check implementations. I'm finishing up the persuasion in dialogue skill checks right now. It's a combo of base charisma, persuasion skill level, and the NPC's affinity towards the player. This first implementation is going to be a simple pass / fail on the skill check and will either show or hide that dialogue option based on the skill check result. I'm still debating if I should make this more complicated or not. We'll test this first version out and see if it works or needs something more.
Lastly the bartering skill. This is really similar to the dialogue speech checks and will automatically adjust the selling price of a vendors goods. I might try to make this more obvious to the player somehow on their end eventually. Just thinking of games where the sale prices aren't super transparent and the player really isn't sure if this is a reasonable price for something or if the merchant is giving them a steep discount. Maybe it's something as simple as an icon in the merchants display? Even just a red, yellow, green indicating that the merchant likes or dislikes the player? But at any rate, the first implementation should be in the next build and will automatically adjust the merchant rates.
