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- Jul 12, 2020
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Hi guys so I was coming up with this idea for how players can get more out of their journey by collecting items/treasures.
So in general, the idea is this:
When players are traversing the different worlds/dimensions, there are items that are not so hidden, AND hidden scattered all around the areas.
The thing is, the actual items themselves are not so glorious, and always heal a defined amount of HP or MP. (For instance, a player finds a milk bottle that recovers about 15 HP). This rule of thumb with recovering an estimated amount will be for HP AND MP.
And this will be how all items are found.
But the thing is, in the beginning, the player will be given some way of being able to combine these items such that it spits out an Elixir.
The idea is that All Elixirs in the game will recover based on percentages, unlike the original items. (For instance, combining 1 milk bottle with 2 more milk bottle creates the Dairy Elixir, that heals 25% of your max HP).
Is this a good mechanic to have in a game?
The way I see it, the player can freely use items as they want, but it might not be as effective as using percentage-based heals (Elixirs).
My only problem is how I'm going to allow combinations, so I think I might have some kind of "tier" system? I'm not quite sure yet. For instance, you can only combine tier 1 items with other tier 1 items, only tier 2 items with other tier 2 items, etc. Or if that doesn't work, maybe some kind of label for all items. For instance, "Food" can only combine with other "Food", "Brewing" can only combine with other "Brewing", etc.
I'd love some thoughts or feedback on something like this, and the best method to approach.
Also, what is a good crafting system plugin? I've seen there are lots of them, but I'd like to know if anyone has insight on the best one for my type of idea.
So in general, the idea is this:
When players are traversing the different worlds/dimensions, there are items that are not so hidden, AND hidden scattered all around the areas.
The thing is, the actual items themselves are not so glorious, and always heal a defined amount of HP or MP. (For instance, a player finds a milk bottle that recovers about 15 HP). This rule of thumb with recovering an estimated amount will be for HP AND MP.
And this will be how all items are found.
But the thing is, in the beginning, the player will be given some way of being able to combine these items such that it spits out an Elixir.
The idea is that All Elixirs in the game will recover based on percentages, unlike the original items. (For instance, combining 1 milk bottle with 2 more milk bottle creates the Dairy Elixir, that heals 25% of your max HP).
Is this a good mechanic to have in a game?
The way I see it, the player can freely use items as they want, but it might not be as effective as using percentage-based heals (Elixirs).
My only problem is how I'm going to allow combinations, so I think I might have some kind of "tier" system? I'm not quite sure yet. For instance, you can only combine tier 1 items with other tier 1 items, only tier 2 items with other tier 2 items, etc. Or if that doesn't work, maybe some kind of label for all items. For instance, "Food" can only combine with other "Food", "Brewing" can only combine with other "Brewing", etc.
I'd love some thoughts or feedback on something like this, and the best method to approach.
Also, what is a good crafting system plugin? I've seen there are lots of them, but I'd like to know if anyone has insight on the best one for my type of idea.
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