Quick Update before the end of the year:
Hey guys! I told you I'd post an update before the end of the year, and I keep my promises. So, here we go: The NPC Trading system is coming along very well, actually the whole system is working as of right now, but very.... buggy. I will be adding a video probably next week when I get all the bugs worked out. Currently every NPC in the game has an Inventory, and will walk to the trader table to receive goods that they need via a Needs List that is in the background. Each NPC is booked with times to check to see if the Trader is vacant at the time. If she is, then they will go to the Trader table to get their needs. Not only that, they will also return to their position (work station that you must place in the world) based on time as well. This is set so that now NPCs will have times to go to bed, and do other misc. activities such as, yes... Gather mats for you and trade them into the Trader for copper, silver, and up to gold coins. Now, before they can get any money, the Trader must always contain money. To do this, you must collect currency and trade it into the bank or collect ingots and exchange them for currency. The banker will smelt the ingots into currency of each type, so you have no worries about doing all of that extra work. This is how your Trader will earn money as well. (Ingots being smelted into currency is not currently implemented yet, but will be very soon! Probably in an update to Pre-Alpha 8.) When the NPC reaches their time to give items, they will again search for the table being vacant. If it is vacant they will head to it, and give the items they currently have to give for currency in exchange. This could be: wood, stone, ores... and more later to be added. This gives them the currency needed to collect goods in the morning they are needing. If they do not have enough money for buying items, their relationship will decrease with you. Not significantly until they are unable to eat or fulfill other like serious needs, which is a more severe penalty. The Relationship system will work with other systems including this one in the following way... As your relationship gains stronger with an NPC, they will collect more mats for you. In turn they will earn more money, and have the next tier of needs. For example; Actual cooked dinner and not just vegetables, firewood, and more later to be added. They will also offer you more advanced tiers from each of their skills, such as a better sword than what you can currently craft. They will also craft rare, and epic items as well in the future. (This will be implemented and updated as alphas are released.) Everything stated above works at this time (not including the actions I told you above haven't been implemented yet,) just with a very buggy experience at the moment. Again, I'll be working all of that out before I post a video. The animations I'd like to get in before releasing the Alpha, and there are other things I had to delay because of the NPCs needing inventories for this system to work. However, I will be adding patches to Pre-Alpha 8 with these things being implemented as they should of been for you guys. Thanks for your support guys, hope to post that video next week!