D'oy! The Core Part 2!
Nothing much to say here - enjoy the gameplay!
Mmmmm... sexy crates. |
Again, if you don't want to accidentally pick up the items, configure your Pickup 'setpiece' with an "Any AI" filter. |
You can be as discrete or outright as you want - personally, I like taking the discrete approach and let the presentation do the work. |
Some weapons can have mods installed. Choose wisely. |
Complete the illusion by showing and hiding elements. Similar items with stark contrasting
properties work best; but you can also work with World Texts, lights and sound effects. |
Doomguy approved! |
Making a shop that dispenses ARMOR if the player has enough credits, otherwise it tells the player to get more credits.
I'm pretty sure that terminal sells armor. |
Make sure that Allow Reuse is set to True, otherwise,
whether the transaction succeeds or not, we will not be able to use this again. |
Align it well, or you'll be in debugging hell. |
You can assign a Variable to the value, if you want it to scale (or offer discount) after certain conditions are met. |
Amounts are almost always adjusted in blue Output nodes. |
I'll be subtle here, and not rub this in people's faces when they can't afford what I offer. Of course, there's fun in the opposite approach too! |