Right, agreed. I just go this idea from games like onimusha, where you would hit start to pause the game and l1 and r1 move you through different tabs. You start on weapons, and to equip one you scrol down and hit x. Ten if you hit r1 it moves yu to health items, magical items, keys, etc. But I think it wouldn't unbalance the game to much to have different potions. So long as there was a way to keep them from being overpowering... say, if you had an invisibility potion, only have you be invisible up to a certain distance, or when you started attacking. Invincibility I could see being harder though. ----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, June 02, 2010 2:37 PM
Subject: Re: [Audyssey] Thoughts About Healing Potions


Hi,
I don't think that would be very hard. To me I think it is more a
matter how far would we actually take this idea. If we put the healing
potions off in a menu by themselves that means we could also put
several different types of potions in that menu like an invincibility
potion or an invisibility potion in there.  In such a case then we are
talking increasing the amount of work involved as well as perhaps
unbalancing the game too much. Yet having a variety of different
potions would make the game a bit more interesting.
Then again, we could do something similar with the scrolls and gems.
Right now they aren't really important items. Just treasure items
really. What if the gemstones were magic stones and could be used to
perform certain magical tasks, or a scroll could be used to cast a new
spell. All kinds of ideas could come from this suggestion of yours.

Smile.


On 6/1/10, clement chou <chou.clem...@gmail.com> wrote:
Just out of curiocity, would it be too much hustle to say devide up the
inventory into separate parts? Or even just a separate menu for potions.
Like, if you hit a certain key, a list of potions would come up as the
gameplay was paused.

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