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How would you do a craft system?

Posted: Fri Feb 06, 2015 9:35 pm
by vitinho444
Hey guys, the question is pretty basic: How would you create your own craft system?

I'm doing a sort of revamp of my survival game, and like every other survival game out there, it must have a craft system. But I have no idea on how to design mine... I could do it like minecraft, or other game, but I want something more realistic...

PS: I don't want you guys to tell me the code or anything, just how it would work out, some input and output, if that's okay :)

Thanks

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 4:25 am
by Sim
Let users check which items from an item list they want to use to attempt to craft something. Once they hit "Craft", check the Database to see if the selected items match a recipe, if it does, reward them, if not, then take there items away..

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 4:27 am
by Xaos
To allow for ultimate user creativity, you could just have items be in categories, ie "Wood", "metal," etc. Then, you could have attributes for each item ("attack","defense",etc) and then when crafted, depending on the two items, it would take X attributes from one item and X from the other. Maybe wood would keep the defense and metal keeps the attack. That way you have 100% customization of items. ALlow the user to re-name all items once they've been created. You could also do both, have certain items that you have made (An axe or sword, etc) and have ultimate customization for users.

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 10:22 am
by vitinho444
Both are great ideas indeed :)

@Sim
So I would have maybe 4 boxes to drop items on, and then when they would hit craft it would check the recipe database for matching items?

@Xaos
Well but I have to build all the items first to know what item to render on the scene right? Like, there can't be an axe that has a metal handle and a wood "blade" :lol: But if I got you right, you like to have full customization on items? That seems about right...


Both your ideas converge on the Minecraft Craft System, there is full customization on the items you want to craft, ofc they are all already created, but it takes a specific order of placement to create...

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 1:11 pm
by Xaos
You could just have a "CUSTOM ITEM" splash for the logo.

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 2:08 pm
by vitinho444
Xaos wrote:You could just have a "CUSTOM ITEM" splash for the logo.
Yeah and how about the actual 3D object for that custom item? I would need to create every choice before hand... no? :roll:

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 2:34 pm
by Xaos
Oh crap didn't read carefully enough. I guess the only way to do is pre-create the items. For a 2D/text game my idea would work but no so much the 3D, sorry :oops:

Re: How would you do a craft system?

Posted: Sat Feb 07, 2015 3:04 pm
by vitinho444
No problem ;), Yeah if it would be a text-based game it would be ok.
But I think I got the essential, it doesn't need to be very complex... :)

Thanks guys.

Re: How would you do a craft system?

Posted: Tue Feb 10, 2015 3:14 pm
by rockinliam
I do like Stranded Deep's system, placing items all in one small area then being able to craft the items from what is available. It can be inaccurate, but it has quite an intuitive feel about it. Not sure it would scale well for larger crafting systems though.

Re: How would you do a craft system?

Posted: Tue Feb 10, 2015 4:14 pm
by vitinho444
I had in mind that, but my game is online.
Imagine you are building yourself a wood rocket launcher ( :lol: ) and you have all the rare items gathered on the floor, ready to assemble. Then a player comes and steals you 1 stick for his axe or whatever... You think that's cool? :D