- Joined
- Jul 22, 2012
- Messages
- 14
- Reaction score
- 0
- First Language
- English
- Primarily Uses
Greetings all. I'm kinda new to the community. Sometimes I'll need explicit instructions. Other times I just need a push in the right direction. I'll try to say which I need wen I ask 
In my current project I'm ready to implement a crafting system. I am using simple events for harvest nodes of woods, ores, cloths, and botanicals. I'm using a yield modifier rather than prevent attempt, based on skill level, for some.
In order to use progression for metals i have decided to restrict access to higher tier ores based on the type of mining pick used. Simply put, the smelted metal will be combined with a hardening agent and then tempered. The rocks containing ore will damage the mining pick if the rocks are harder than the pick. This way seems to make more sense than some divine popup message saying that "you need a higher skill level." I want my players to be able to attempt anything but yield nothing and break their pick if their skill is too low and/or their pick isn't of the sufficient type.
So I have experimented with conditional branch events that can accomplish the "crafting" mechanics. But (when play testing) this method feels stale and texty. The player is lifted out of the pretend world setting and forced to spam the enter button while waiting for the event to cycle.
I am want to use a system that is similar to popular games. The system should do certain things for the play experience and also allow me as the programmer an easy or maybe simple way to populate the ingredients and products.
The crafting system will consume harvested materials to produce equippable or consumable items. Inside the game I need it to be menu driven with easy navigation. The player needs to be able to see the item and what it is/does before they make it. They need to see what ingredients are required (bill of materials) and how many of each/all they have now.
I want to provide farming incentive as well as avoid hording of items. I may choose to later implement a kind of synthesis or enchanting which will boost items and grant useable skills. But that will come later. For now I just want player to McGuyver their upgrades instead of rushing to the vendor to spend money on it.
Thank you all for reading. In the interest of time please ask questions. I have attempted to use ice_Dragon but couldn't get out of the error msgs crashing the game. I'm willing to try it again if someone can help me figure out how to stabilize it. Otherwise I'm open to the prospect of writing something from the bottom up.
My main goal is to avoid a lot of tedious eventing if scripting will do it better.
Thanx all.
-A-
In my current project I'm ready to implement a crafting system. I am using simple events for harvest nodes of woods, ores, cloths, and botanicals. I'm using a yield modifier rather than prevent attempt, based on skill level, for some.
In order to use progression for metals i have decided to restrict access to higher tier ores based on the type of mining pick used. Simply put, the smelted metal will be combined with a hardening agent and then tempered. The rocks containing ore will damage the mining pick if the rocks are harder than the pick. This way seems to make more sense than some divine popup message saying that "you need a higher skill level." I want my players to be able to attempt anything but yield nothing and break their pick if their skill is too low and/or their pick isn't of the sufficient type.
So I have experimented with conditional branch events that can accomplish the "crafting" mechanics. But (when play testing) this method feels stale and texty. The player is lifted out of the pretend world setting and forced to spam the enter button while waiting for the event to cycle.
I am want to use a system that is similar to popular games. The system should do certain things for the play experience and also allow me as the programmer an easy or maybe simple way to populate the ingredients and products.
The crafting system will consume harvested materials to produce equippable or consumable items. Inside the game I need it to be menu driven with easy navigation. The player needs to be able to see the item and what it is/does before they make it. They need to see what ingredients are required (bill of materials) and how many of each/all they have now.
I want to provide farming incentive as well as avoid hording of items. I may choose to later implement a kind of synthesis or enchanting which will boost items and grant useable skills. But that will come later. For now I just want player to McGuyver their upgrades instead of rushing to the vendor to spend money on it.
Thank you all for reading. In the interest of time please ask questions. I have attempted to use ice_Dragon but couldn't get out of the error msgs crashing the game. I'm willing to try it again if someone can help me figure out how to stabilize it. Otherwise I'm open to the prospect of writing something from the bottom up.
My main goal is to avoid a lot of tedious eventing if scripting will do it better.
Thanx all.
-A-

