Re: Marosia
Posted: Sat Apr 01, 2017 2:59 am
This week's progress is a little different from the rest. After starting on developing the crafting interface I realized I needed to optimize a few aspects of the design, so I went back to the drawing board to sketch out some solutions.
This began with re-designating/designing some skill types. I've taken out lockpicking (it will instead be dependent on the dexterity attribute, and has been replaced with building), mechanics (now carpentry), and farming is now called harvesting. I have also made facilities a type of building instead of a stand-alone type. Harvesting is related to the strength attribute, and is built through the gathering of ingredients, herbs, wood, and fish. Building is related to the knowledge attribute, and can be leveled through working on projects for creating buildings (houses and facilities), and machines. The carpentry skill is related to the knowledge attribute and can be leveled through working on projects to make containers and furniture. While I was making these changes I updated the look of the skills section, because I thought it was too dark and cramped for easy reading before.
What I ended up with was a consolidation of both freeform and recipe types of crafting under one menu. Basically, almost everything is treated as 'freeform' crafting (you select which ingredients will be used) with broad requirements, for which I will give a few examples in the attached pictures.
Most items will require (or have optional) types of resources. For example, crafting a knife will require one of any stone, and one of any wood (there are multiple types of both, all of varying qualities). The quality of woods and stones are predetermined, and higher quality types will result in a higher quality knife, which in turn means a faster project completion time.
Basically, what you need to know about quality is that resource quality is predetermined, but character-made item quality is determined by skill level + ingredients.
Food, weapons, armor, healing potions, and clothing have the option to add more resources than their requirements. For example, to make a melee weapon, you need at least one metal. You can optionally add fabric, or gems, and you can keep adding metals until you reach the max limit of 5 total resources to create the item. The benefit to adding more than one metal is that it can raise the overall quality of the resulting weapon, and it is also useful for aesthetics/customization.
This is assuming you have the appropriate machines and tools available.
There are a few item types that are processed through machines (if you have them) which appear in this menu, such as string or fabric. These have more specific requirements. For example, to make one silk cloth you need two silk strings and a loom. There are only a couple of these 'processed' item types. These include fabric, string, metal, animal feed, and animal products. There is an one example of this in the attached pictures as well.
The crafting menu will only show you the items which you have at least some requirements met (tools, resources, or machines if applicable). This should keep the menu from getting too flooded with stuff all at once. I've attached some sketches of the design I will be building over the next week so you have some idea of what to expect. To get a full view/understanding of the various crafting possibilities you may not yet have access to, everything will be documented in the wiki so you aren't completely dependent on what is around you to see what is possible to craft.
All the changes from the redesign have already been addressed in the code already (such as skill names, and so on), so I can get straight into the new code such as crafting logic and the interface without anymore delay. Final sketches of the different types of craft menu types you will see are attached, but they're still rough so they may yet change.
That's all for this week - have a great weekend!
This began with re-designating/designing some skill types. I've taken out lockpicking (it will instead be dependent on the dexterity attribute, and has been replaced with building), mechanics (now carpentry), and farming is now called harvesting. I have also made facilities a type of building instead of a stand-alone type. Harvesting is related to the strength attribute, and is built through the gathering of ingredients, herbs, wood, and fish. Building is related to the knowledge attribute, and can be leveled through working on projects for creating buildings (houses and facilities), and machines. The carpentry skill is related to the knowledge attribute and can be leveled through working on projects to make containers and furniture. While I was making these changes I updated the look of the skills section, because I thought it was too dark and cramped for easy reading before.
What I ended up with was a consolidation of both freeform and recipe types of crafting under one menu. Basically, almost everything is treated as 'freeform' crafting (you select which ingredients will be used) with broad requirements, for which I will give a few examples in the attached pictures.
Most items will require (or have optional) types of resources. For example, crafting a knife will require one of any stone, and one of any wood (there are multiple types of both, all of varying qualities). The quality of woods and stones are predetermined, and higher quality types will result in a higher quality knife, which in turn means a faster project completion time.
Basically, what you need to know about quality is that resource quality is predetermined, but character-made item quality is determined by skill level + ingredients.
Food, weapons, armor, healing potions, and clothing have the option to add more resources than their requirements. For example, to make a melee weapon, you need at least one metal. You can optionally add fabric, or gems, and you can keep adding metals until you reach the max limit of 5 total resources to create the item. The benefit to adding more than one metal is that it can raise the overall quality of the resulting weapon, and it is also useful for aesthetics/customization.
This is assuming you have the appropriate machines and tools available.
There are a few item types that are processed through machines (if you have them) which appear in this menu, such as string or fabric. These have more specific requirements. For example, to make one silk cloth you need two silk strings and a loom. There are only a couple of these 'processed' item types. These include fabric, string, metal, animal feed, and animal products. There is an one example of this in the attached pictures as well.
The crafting menu will only show you the items which you have at least some requirements met (tools, resources, or machines if applicable). This should keep the menu from getting too flooded with stuff all at once. I've attached some sketches of the design I will be building over the next week so you have some idea of what to expect. To get a full view/understanding of the various crafting possibilities you may not yet have access to, everything will be documented in the wiki so you aren't completely dependent on what is around you to see what is possible to craft.
All the changes from the redesign have already been addressed in the code already (such as skill names, and so on), so I can get straight into the new code such as crafting logic and the interface without anymore delay. Final sketches of the different types of craft menu types you will see are attached, but they're still rough so they may yet change.
That's all for this week - have a great weekend!