Main actors are all crafters?

Silenity

Veteran
Veteran
Joined
Dec 17, 2013
Messages
677
Reaction score
271
First Language
English
Primarily Uses
RMMV
So I had an idea about having 4 main actors who each had their own crafting system.

Actor 1 (Smith) - Main tank line. Forges and repairs the parties equipment.

Actor 2 (Cook) - Dedicated support. Mixes food ingredients into different goods that are both beneficial and delicious!

Actor 3 (Alchemy) - Magic damage dealer. Mixes herbs and ingredients together to create good and bad concoctions.

Actor 4 (Fletcher) - High damage output. Crafts bows, arrows, crossbows, and bolts which do a lot of damage.

Would this be annoying to have to manage so many resources and materials?

Could this be expanded upon further?

What are your opinions on something like this?

I was inspired by Glasses' (Mr. Trivel) simple crafting script.
 

captainproton

Dangerously Nifty
Veteran
Joined
Dec 20, 2013
Messages
1,276
Reaction score
570
First Language
english
Primarily Uses
I think it would be pretty interesting, actually. For one, it makes a difference from the normal "make everything from antidotes to battleaxes at the same time" window. And I don't think you'd really have many more ingredients than any other crafting system. You'd just have fewer people using the same stuff.
 

EliteZeon

Third-Rate Noob
Veteran
Joined
Mar 10, 2014
Messages
193
Reaction score
302
First Language
English
Primarily Uses
N/A
Actually, this is exactly how the four main characters in my project are! I'm still working out the crafting recipes, and trying to figure out how crafting things will work when the party members are separated however...maybe I'll ignore that mechanic and mostly focus on the idea storywise, where in order to create certain items each character will have a different part in creating the object. For example, the story leads to making a new ship or something. Alchemist/Mage needs to figure out a new fuel source, Black Smith and Alchemist needs to work together to make new cannons, they team up with other heroes and pile ideas and skills together to the invention, etc etc...

Either way, with the in game item crafting, I'm currently using Szyu's Crafting System for my project.

http://www.rpgmakervxace.net/topic/18164-crafting-system/
 

captainproton

Dangerously Nifty
Veteran
Joined
Dec 20, 2013
Messages
1,276
Reaction score
570
First Language
english
Primarily Uses
I forget who, but someone made a script for individual inventories, like in DQ9. Then, you can give all the Iron Ingots to your Smith, all the Dragonwort to your Mage, etc.
 

Silenity

Veteran
Veteran
Joined
Dec 17, 2013
Messages
677
Reaction score
271
First Language
English
Primarily Uses
RMMV
Actually, this is exactly how the four main characters in my project are! I'm still working out the crafting recipes, and trying to figure out how crafting things will work when the party members are separated however...maybe I'll ignore that mechanic and mostly focus on the idea storywise, where in order to create certain items each character will have a different part in creating the object. For example, the story leads to making a new ship or something. Alchemist/Mage needs to figure out a new fuel source, Black Smith and Alchemist needs to work together to make new cannons, they team up with other heroes and pile ideas and skills together to the invention, etc etc...

Either way, with the in game item crafting, I'm currently using Szyu's Crafting System for my project.

http://www.rpgmakervxace.net/topic/18164-crafting-system/
Neat! Glad to see I'm not the only one with this in mind.
 

arekpowalan

Veteran
Veteran
Joined
Feb 20, 2013
Messages
143
Reaction score
48
First Language
Thai
Primarily Uses
RMMV
Despite the different types of items, I believe all of them are originated from the same idea: "Person A crafts Recipe B using Ingredient C and D." However, the different themes of the recipe as well as the ingredient will create the different inages that can effectively establish your characters and their personality.

That said, it's entirely possible to create this system using only one script, with one or two good interfaces that let the player learn and execute the feature on a go. You can assign 'food' and 'weapon' as different types of recipes executively used by certain characters. In the database, you should sort the different recipes out in according to the types, so that you won't get confused later.

This is similarly done for the ingredients and materials. Using vast amount of crafting styles ensure you have tons of special items within the database. However, you can overcome this if you're organized. Put different items into different categories like 'food', 'ore', and 'chemical' and then work your ways from there. You shouldn't have a problem if you know your limit and don't go overboard with the variety of the roots.

In the game, you can make roots being dropped from monsters as the most common method. Other materials can be bought from different shops, and if your game is heavy at exploration or onfield actions, have the characters mining ore and fishing can also be interesting ways to hunt materials.

You need to be significantly diligent to make this system organized and effective. Of course, the reward is also great, but you should ask yourself first if you are capable of doing this or not in order to decide you truly want to challenge it. If your answer is 'yes', then be proud to go all out.

Good luck. :)
 
Last edited by a moderator:

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,624
Reaction score
5,104
First Language
English
Primarily Uses
RMVXA
How is this functionally different from just having "the party" (or the main character) be able to craft all four different types of things?
 

Silenity

Veteran
Veteran
Joined
Dec 17, 2013
Messages
677
Reaction score
271
First Language
English
Primarily Uses
RMMV
How is this functionally different from just having "the party" (or the main character) be able to craft all four different types of things?
Because it's used in battle as well! >_<

I must've forgot to mention that!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,062
Members
137,575
Latest member
akekaphol101
Top