by Granger » Wed May 10, 2017 9:08 am
Regarding crafting I suggest the following:
Unify crafting and building into one action ('create', like plow, harvest) that can be applied onto inventory items (in any inventory, even the equipment and study), buildings and stockpiles.
Crating and Building windows are replaced with a unified Creation window that consists of these sections (in whatever ordering):
Creation
the item that will be made (when clicking on it, holding shift will do 'craft all', <cr> and <ctrl+cr> could still work as hotkeys but should imho better be moved somewhere else as <cr> should be exclusive to enter/leave chat mode)
Possibilities
items/objects that can be created from the item in the middle (use item in the middle as an ingredient) or at the building in the middle (build mode)
Prerequisites
workstation(s)/building(s) that need to be manned / items that need to be equipped to perform the creation,
assorted information about skills needed/caps/whatnot
Ingredients
the items needed to perform the creation that will be consumed in the process
Performing 'create' on an inventory item will open with the selected item as Creation, a stockpile as target probes the topmost item in the stack and then works like it was the click-target in an inventory.
Performing 'create' on a building will open the menu with the building in Creation, with Possibilities showing all possible (and known) items that can be made there (this could include stuff like hints for cheese that needs to be in a cellar when a cellar door is inspected), Ingredients listing the material for the building (possibly as an inspect mode tallying variable materials built into the in-world object that was used to activate creation), Prerequisites could list stuff like 'only buildable inside' (cupboards), flatness requirements, whatnot. Clicking the building in Creation activat a place cursor to add further of these to the world.
Performing 'create' on items (or drilling through the hirarchy toward them) that are put into existance by other means (like stones) could list the actions that can be used to create them (like mining, chipping), objects where they can be fetched (boulders) as workstations, thus this could also work as a kind-of manual.
Existing building signs should link from their ingredient lists into this interface as shortcuts toward creating the needed materials.
Make all stuff in the window clickable so you can drill up, down and (possibly) sideways, record movement clicks in the hirarchy into a stack and provide a 'back' button (and a clickable graphical representation of the stack for quick access to stuff some further back). Mark non-available but known items (like 30% transparent, tint red, whatever) so they're available for selection and having a recipt open makes it clear about what is missing (and only one click away to create it).
Make current 'craft' and 'build' stuff links to the roots of their respective hirarchies (listing the categories in Possibilities and allowing drill-down from there for a start, possibly these could also be removed altogether.
This kind of interface could also do away with some flower menus (like use 'create' on a log and find 'Board' and 'Wood Block' in possibilities), it would work reasonably well on a touch interface (should a mobile client come up at some point), it would remove a lot of clicking when crafting objects that consist of several layers of ingredients (that need to be crafted individually) and it could also feature as a manual into the object/item world by adding lore, hints and stuff (like adding that certain stuff can be cooked inside a cauldron).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020