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Author Topic: [CONCEPT] "The Dark Palace" Crafting System  (Read 17800 times)

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[CONCEPT] "The Dark Palace" Crafting System
« on: »
Let's talk about crafting.  :)

I found an interesting article about crafting: 5 Approaches to Crafting Systems in Games (and Where to Use Them)

Well, as we can see, systems may be different, with its own advantages and disadvantages and need to decide what we need.

In the beginning it is necessary to decide how serious should be crafting. Whether it is a mandatory part of the game or additional features?

In my mod the character will be alone most of the time - it must survive in the harsh and dangerous world . Find Merchants and NPCs will be difficult. Therefore, it is necessary give the player the ability to solve problems on their own.

I plan to use a hybrid of several systems, Type 1 - Basic System, 2 and 3 - Additional systems.
 
The Loot.

In vanilla you can sell everything, but in "DP" this will be a problem. To solve this problem, I plan to add the "Salvaging" - you can "disassemble" items and turn them into compact materials. This will save space and allow to accumulate "wealth" without merchants.

I have long thought that it is necessary to add and how it should work. Crafting should be clear, simple and convenient.
Weapons and armor can be disassembled into 7 types of materials: Steel, Brass, Gold, Leather, Fabric, Wood and Gems. Perhaps it is too complicated, but I followed the logic.  :) Each material will be divided into two types - "weak"(scrap, shreds, shards) and "strong"(ignots, pieces). Possible(with special tools) to turn "weak" materials into "strong" and vice versa.

You can get the following(with proportions):

Weapons

2h Swords - 2 Steel Scraps (100%)
2h Axes - 1 Steel Scraps (100%) + 1 Wood Flinders(100%)
2h Hammers - 1 Steel Scraps (100%) + 1 Steel Scraps /Wood Flinders(50/50%)
Spears - 1 Wood Flinders(100%) + 1 Steel Scraps /Wood Flinders(50/50%)

1h Swords - 1 Steel Scraps (100%)
1h Axes - 1 Steel Scraps /Wood Flinders(50/50%)
1h Hammers - 1 Steel Scraps /Wood Flinders(75/25%)
Fists - 1 Steel Scraps (100%)

Bows - 2 Wood Flinders(100%)
Сrossbows - 1 Steel Scraps (100%) + 1 Wood Flinders(100%)

Cannons - 1 Steel Scraps (100%) + 1 Steel Scraps /Brass Scraps(75/25%)
Rifles - 1 Steel Scraps (100%) + Brass Scraps(100%)
Pistols - 1 Steel Scraps/Brass Scraps(50/50%)

Staves - 1 Wood Flinders(100%) + Gems Specks (100%)
Wands - 1 Wood Flinders/Gems Specks (50%/50%)

Armors

Heavy Armor - 2 Steel Scraps (100%) + 1 Leather Shreds (100%)
Medium Armor - 1 Steel Scraps (100%) + 2 Leather Shreds (100%)
Light Armor - 1 Leather Shreds (100%) + 2 Fabric Shreds (100%)

Heavy Helmet - 1 Steel Scraps (100%) + 1 Steel Scraps/Leather Shreds (50%/50%)
Medium Helmet - 1 Steel Scraps/Leather Shreds (50%/50%) + 1 Leather Shreds (100%)
Light Helmet - 1 Leather Shreds/Fabric Shreds (50%/50%) + 1 Fabric Shreds (100%)

Shield - 2 Steel Scraps (100%) + 1 Steel Scraps/Leather Shreds (50%/50%)

Amulet - 2 Gems Specks (100%)
Ring - 1 Gems Specks (100%)

Moreover you get "Junk" after each disassembly.

Yes, it's not a perfect system, because armors/weapons can have several components, but I do not want to complicate this.

As you can see - Steel Scraps - the most common component. I want to use it as a main component for crafting the Vitalyser.

Golden Scrap you can get after disassembly Unique Items and Artefacts. This is a rare and expensive material.

For crafting items I use the same system, but it should require more materials.
Some armor / weapons require other materials - Bones, Scales, Claws, Blood. For crafting Unique Items may require a Unique Ingredient/Artefact.

But there is a problem - how to separate Recipes if they require the same materials?
You know how  Transmuter works - you can`t select a specific recipe, you just put materials and it makes everything that can be done.
So, we need some "Ingredients- separator". This can be done in several ways, but I do not have a final version.

1. Item Schemes
The easiest way - to add Item Schemes (Sword Scheme, Axe scheme, etc.)
Then crafting could look like this:
Sword Scheme #1 + 20 Steel Scraps = 1 Sword #1 + 10 Steel Scraps
Sword Scheme #2 + 10 Steel Scraps = 1 Sword #2
Hammer Scheme #1 + 20 Steel Scraps = 1 Hammer #1 + 5 Steel Scraps
Armor Scheme #1 + 20 Steel Scraps = Heavy Armor #1

But I do not like this variant, because you need a lot of space for these Item Schemes(to create 10 different swords we need 10 different schemes). Also, you need take these schemes somewhere  - buy, find or make yourself.

2. Type Tier Schemes.
In this variant we have Type Tier Schemes - Armor Scheme Tier1, Weapon Scheme Tier2, Jewelry Scheme Tier8, Shield Scheme Tier2.
Then crafting could look like this:
Weapon Scheme Tier1 + 20 Steel Scraps = 1 Sword Tier 1
Weapon Scheme Tier1 + 15 Steel Scraps + 5 Wood Flinders = 1 Hammer Tier 1
Armor Scheme Tier1 + 20 Steel Scraps = 1 Heavy Armor Tier 1
Armor Scheme Tier2 + 20 Steel Scraps = 1 Heavy Armor Tier 2

In this case, we have much smaller quantity of Schemes, but it's still a lot of them. (4 Types*10Tiers = 40 Type Tier Schemes)


3. Type Schemes + Special Tier Ingredient / Tool
In this variant we have Type Schemes - Armor Scheme, Weapon Scheme, Jewelry Scheme, Shield Scheme + Tier Ingredient / Tool
Then crafting could look like this:
Weapon Scheme + 20 Steel Scraps + Сatalyst/Tool Tier1 = 1 Sword Tier 1
Weapon Scheme + 15 Steel Scraps + 5 Wood Flinders + Сatalyst/Tool Tier1 = 1 Hammer Tier 1
Armor Scheme + 20 Steel Scraps + Сatalyst/Tool Tier1 = 1 Heavy Armor Tier 1
Armor Scheme + 20 Steel Scraps + Сatalyst/Tool Tier2 = 1 Heavy Armor Tier 2

In this variant we need additional material, but as a result we have smaller quantity of items: 4 Type Schemes + 10 Tier Ingredient / Tool = 14 Items in Total

4. Item + Special Tier Ingredient / Tool
You use Item as a Scheme (Preform).
Sword + 20 Steel Scraps + Сatalyst/Tool Tier1 = 1 Sword Tier 1
Armor + 20 Steel Scraps + Сatalyst/Tool Tier2 = 1 Heavy Armor Tier 2

Yes, it looks comfortable but there are drawbacks. If you have Item why you need to craft a similar? This should be an upgrade or creation of New Items?

to be continued...
« Last Edit: April 24, 2015, 12:50:25 pm by Kva3imoda »

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Re: [CONCEPT] "DP" Crafting System
« Reply #1 on: »
Hey Kva!  First, "thank you" for referencing that article! It was a great discussion of crafting concepts and their mechanics.

I have a thought about crafting - not so much "how" it can be done, but just thinking if you build Crafting into a game, then the Loot Drop system of the game has to be adjusted too, so that crafting becomes a more important way to get good gear.

In TL2 for example, the frequency of good-quality loot is fairly high.  It would have to be lowered a lot, to make crafting attractive.

Just some thoughts... ;)


Re: [CONCEPT] "DP" Crafting System
« Reply #2 on: »
In my mod [which includes an intensive crafting system] I have made crafted weapons and their upgraded tiers/etc more powerful ["powerful" is left to the readers discretion] by ~15% and have varying effects and procs that are not available elsewhere in the game. I also have new weapon types that are available only through crafting.

That being said, there are many different types of 'rewards' you can implement for crafting, but I recommend leaving the regular game intact if you don't plan on doing what Kva is [building a mod that's not based on towns and central NPC areas] as it gives you a solid 'sea level' to build around.

Last thoughts:

If you make crafting too much of a main-system, i.e., you HAVE to craft, you will lose the players who find it too tedious or just not what they signed on for. If you make it too passive, no one will be interested enough to invest their time in it. As much as people enjoy playing, no one enjoys playing and investing time without being rewarded for their hard spent time [playing your mod no less].

Just some food for thought ^^; Hope it helps out in some way :D

~Haxley

Re: [CONCEPT] "DP" Crafting System
« Reply #3 on: »
Thank you guys for your comments.  :)
Loot Drop system of the game has to be adjusted too
Yes, I want to completely change the loot system.

If you make crafting too much of a main-system, i.e., you HAVE to craft, you will lose the players who find it too tedious or just not what they signed on for. If you make it too passive, no one will be interested enough to invest their time in it. As much as people enjoy playing, no one enjoys playing and investing time without being rewarded for their hard spent time [playing your mod no less].
I agree with this, so I want to make it simple and clear.
Crafting should be important, but not a mandatory part of the gameplay.
About rewards and motivations:
- all necessary equipments (armor, weapons) can be found
- crafting is very important for consumables (potions, Vitalayser) - is a mandatory part
- crafting will provide some special stuff (real unique equipment, special pets, etc)

Rewards
For example:
1. Bones allow to make Bone Armor with special properties.
But you can ignore it if you do not want this armor.

2. You can craft a Special/Mechanical Pet(a special pet like Mimic, or Copter, or Turrets, or Golems, etc).
You can ignore it if you do not want this pets.

3. You can craft an additional/extended chest for the loot.
You can ignore it if you do not want this stuff.

This should work something like this.  :)

In addition, you can not get loot illogical way.  8) If you kill a wolf - you never get an axe or a helmet.(TQ style) If you kill a skeleton with a sword - you get a rusty sword and maybe ring + bones.
Accordingly find necessary weapons will be difficult, then you can fix it by using crafting.

motivation
Well, suppose, in the beginning I'll give you two coolest recipe?  :) "Manswatter" & "Pet Tormentor" - you can get them, if you find necessary ingredients. You want this stuff or not? You can ignore it or create it.
I have already shown, Combiner possible upgrade:
Spoiler (hover to show)
More complex recipes require more ingredients.  Powerful recipes require 4-6 ingredient, and at the beginning you can not create it. You need to find a way how to make it.
« Last Edit: April 23, 2015, 03:03:21 pm by Kva3imoda »

Re: [CONCEPT] "DP" Crafting System
« Reply #4 on: »
"DP"...

Are you sure you want to call it that?

Don't image search "dp" at work.

Unless this is an intentional pun, in that case, carry on.

Re: [CONCEPT] "DP" Crafting System
« Reply #5 on: »
"DP"...

Are you sure you want to call it that?
:D Don`t Panic, it's just "Dark Palace". Well, I could call this "Deep Purple", "Divine Power", "Push and Drop", "Dominate and Play", "Distress and Pain", "Delight and Pleasure", "Drill & Pick" or "Destruction and Punishment", it is not so important, it's just a concept name.
« Last Edit: April 23, 2015, 07:11:48 pm by Kva3imoda »

Re: [CONCEPT] "DP" Crafting System
« Reply #6 on: »
I used to work at a place where we had "Deployment Packages".

I had to try real hard not to laugh every time someone complained about how many DP's they had to do, and how exhausted they were because of it. Part of my brain refuses to grow up   :D

Re: [CONCEPT] "DP" Crafting System
« Reply #7 on: »
'Destruction and Punishment'... your next TL2 fanfic novel?

Re: [CONCEPT] "DP" Crafting System
« Reply #8 on: »
'Destruction and Punishment'... your next TL2 fanfic novel?
Yes, something from classics would be nice. But, I'd rather write a story about my mod creation - "Distress and Pain".  :D

And we digress from the topic.  :)

Re: [CONCEPT] "DP" Crafting System
« Reply #9 on: »
I was just WAITING for someone to bring up this angle  :D

Yup, never grow up!


Re: [CONCEPT] "DP" Crafting System
« Reply #10 on: »
 
"DP"...

Are you sure you want to call it that?
"Push and Drop", "Dominate and Play", "Distress and Pain", "Delight and Pleasure", "Drill & Pick" or "Destruction and Punishment"
  :( Now thanks to Vkoslak... all of this names make me think of DP...   :-\

Re: [CONCEPT] "DP" Crafting System
« Reply #11 on: »
Kva if its okay with u i think i will refer to your mod as TDP for "The Dark Palace" just to clean up my own mind :)


Re: [CONCEPT] "The Dark Palace" Crafting System
« Reply #12 on: »
Okay, guys. I renamed the topic and now we can discuss the craft.  :)

Re: [CONCEPT] "The Dark Palace" Crafting System
« Reply #13 on: »
Icons for Salvaging.



Combiner Summon Items, Vitalayser, Tools
Steel, Brass, Gold, Gems
Wood, Leather, Fabric, Junk
« Last Edit: April 24, 2015, 06:40:29 pm by Kva3imoda »

Re: [CONCEPT] "The Dark Palace" Crafting System
« Reply #14 on: »
Oooh great icons Kva  :D

Well, just in case you're interested in a bit of the math of combinations I recomend taking a look at this:
en.wikipedia.org

(maybe it will be easier for you if you search for it in your native lenguage since is not really easy to understand in a non-native lenguage.)

This gives an easy way to calculate how many possible items you could craft with a set of ingridents, I link the full article since it has the formula for the no-repetition combiantions and the combinations with repetition.
To make an example of what is useful of this...
Once upon a time I was trying to make a 3 ingridients combination avalible so the result determines the type of pet the player would be given by using this ingredients in recipes of 3 components.

So, I had three ingrients (n) and my recipe would use 3 ingridients (k), so the number of possible result would be:
 (n + k - 1)! / (k! * (n - 1)! )
using my numbers this becomes
 (3 + 3 - 1)! / (3! * (3 - 1)! )= 5!/(3!*2!)= 10

If I made the recipe use 2 ingredients (now k=2).
(3 + 2 - 1)! / (2! * (3 - 1)! )= 4!/(2!*2!)=  6

So I would need to create 16 units and 16 recipes to have all the possible combinations of this 3 items, in groups of 3 and groups of 2... and that looked like a lot to me in that moment, so I put the idea down. But well, this is an example of how to account for the number of possible recipes you could make.

 

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