Small Dough Idea

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Small Dough Idea

Postby ImpalerWrG » Fri Feb 05, 2010 8:00 am

I'd go one further and have several types of dough, for example 'pastry dough' is flour + water + butter (or lard if that becomes available) so an apple pie is simplified to apple + pastry dough. Pastry dough could also be created by adding butter to normal dough (henceforth known as 'bread dough'). And naturally 'cake dough' adds sugar (honey) to pastry dough and would be used for the most elaborate confections. Again it could be created by adding ingredients to either bread or pastry dough as well as from scratch.

Lastly any recipe that uses dough or any other item which can itself be made should be executable with the ingredients for the dough, in essence it's like an #include and the dough is simply made as a 'hidden' action that precedes the rest of the recipe, naturally this means the work takes longer then if you had dough available as an ingredient. This saves the player the UI work of running the two recipes sequentially but has them occur behind the scenes for proper calculations of quality, experience, time consumption purposes. This will of course occur only if you don't have the dough in inventory so production will always be as fast as possible. Applying this principle to all sorts of production can reduce tediousness throughout the crafting UI while allowing the recipe system to grow in complexity, it also creates a strong market for sub-component production.
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edit: italic

Postby Jackard » Fri Feb 05, 2010 8:05 am

:|

even more special cases...? its like the complete fucking opposite of what he posted. this is a suggestion to simplify recipes and you are saying they should become more complicated, and not the good kind of complicated that has depth either. what is wrong with you

this sort of thing doesnt reduce tedium - it adds to it. it creates more resources that are less valuable because they have less utility and you also have to deal with storing and carrying them. yessiree, clogging up my closets with five types of dough sure does sound like a hoot, lets go for it!!
Last edited by Jackard on Fri Feb 05, 2010 9:07 am, edited 6 times in total.
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Re: Small Dough Idea

Postby ImpalerWrG » Fri Feb 05, 2010 8:38 am

I don't see how any type of dough or any 'sub-component' have less utility or value then the ingredients its composed of? If anything creating an intermediate product is adding value and usually compressing product volume. The only hitch might be the quality level system, if dough quality level is too big of a factor in final product value it would discourage an effective division of labor (low skilled apprentice make dough, master baker makes the bread). The key is to have certain products be mostly dependent on input materials. That way low skill characters aren't literally poisoning everything they touch and more skilled characters will want to buy what they make.
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Postby Jackard » Fri Feb 05, 2010 8:45 am

look its very simple. materials only used for a few recipes have less utility than materials used for many recipes................

specific recipes create a user interface filled with redundancy, unnecessary bloat





ps. a lot of baked goods suck right now anyways so this would just be more content no one uses
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Re: Small Dough Idea

Postby ImpalerWrG » Fri Feb 05, 2010 9:08 am

So are you opposed to having dough or any sub-component recopies for that matter, cause your argument seems to be that only finished product recipes are desirable and everything else is 'bloat'. Three types of dough would indeed be excessive if their are less then a dozen types of final products but all indications I've read suggest that their will eventually be many more and players may even be able to create their own recipes (similar to what you required/main/extra suggestion), I would think having a set of sub-components would be crucial to such a system as your recipes otherwise have to have an in ordinate number of 'extra' slots to create something complex.

In any event I'm more interested in sub-component recipes as a general principle and particularly how 'chaining' them behind the scenes allows them to be part of recipes but allows the player to still make things from scratch if they desire.
Last edited by ImpalerWrG on Fri Feb 05, 2010 9:13 am, edited 1 time in total.
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Postby Jackard » Fri Feb 05, 2010 9:11 am

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Postby Jackard » Fri Feb 05, 2010 9:20 am

okay lets see, which sounds better to you:

A. resources > fewer recipes that are flexible enough to make use of different resources > products
B. resources > many different recipes that only use certain resources and they might not even be that different from each other in the end, why are there so many fucking buttons for pastries > products

having resources that only work with a couple of recipes is the same thing as B

its a UI and inventory management thing. which is less of a hassle? (especially once the game requires you to learn individual recipes, as is planned)
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Small Dough Idea

Postby Pacho » Sat Feb 06, 2010 12:17 am

I'd like a system where you can just specify the kind of food you want to make and then add whateverthefuck you want to it as ingredients. That way you get a cake with layers of meat, fried eggs, and apples.

Delicious.
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Re: Small Dough Idea

Postby sabinati » Sat Feb 06, 2010 3:19 am

a cake made of meat you say?
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Re: Small Dough Idea

Postby sonerohi » Sat Feb 06, 2010 3:56 am

sabinati wrote:a cake made of meat you say?


Venison cake sounds delicious, but what would one made of cow meat be called?
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