I'm slowly getting there. I try to write at least a few lines of code each day. The colony side of the Market system is almost finished. Then I'll work on the Ship side of it before I get back to working on Combat.
Part of the complication lies in the way I'm handling items. I have "stackable" items like mineral ore, which are basically one item with the quantity field set to > 1. Non-stackable items have a damage rating, which ranges from 1 to the total mass value of the item.
This system works fine until it comes time to sell or buy non-stackable items. The issues are:
1. I'd have to list the current damage rating so the buyer can be sure they're not buying a damaged item.
Solution: Can't sell damaged items on the market screen. They'll have to be "sold" via colony pickups and money transfers. This may actually lead to a little more complexity since I may have to add an escrow system, or I could let a player organization handle this.
2. If I list that I want to buy 20 Jump Engine Modules, it becomes more complex to decide which 20 engines a seller wants to sell out of his inventory, both for the UI and the code behind the scenes.
Solution: Items are "sold" to a colony from the ship's Inventory screen, where non-stackable items are listed individually and will have a price next to them if the colony is willing to buy that particular item.
3. Listing multiple non-stackable items for sale will add a lot of clutter to the market screen.
Solution: Not really sure on this one yet. I guess I'll have to add some type of robust filtering system to the market screen. I may have to play around with it a bit to see what works best.