More Generic/Dynamic Recipes

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

More Generic/Dynamic Recipes

Postby Jackard » Sat Aug 15, 2009 2:32 pm

Item quality sounds like the most interesting upcoming feature besides mapgen - holds potential for both streamlining the user interface and expanding the crafting system. And here is one method of doing just that:

  • Make crafting recipes flexible by replacing some or all required materials with component slots.
  • Merge redundant crafting commands.
  • Make item quality dependent on both skill of crafter, type of material used, and possibly amount of material used.
  • Component slots separated into a main slot and 1-3 extra slots. Items take name and major properties from material used in main slot. Extras used for bonuses.
Some basic examples below. For the first, replace the current Bone Arrow and Stone Arrow commands with a single "Arrow" recipe. if you gave items Suffix/Prefix bonuses (seen in certain games) from extra materials it could really liven up crafting and allow players to give recipes a personal touch. For baking... amount of dough in extra slots could change size of loaf while main ingredients dictate the type of bread. Combined with skill of baker, you could have different recipes affect item quality, FEP types, hunger amount, happiness...

Arrow
    [required] branch
    [main: arrowheads] bone, flint, cast iron, w. iron, steel
    [extras] dreams, oil for fire, silver, feathers, beads, poison...
    Burning Iron Arrow, Silvered Stone Arrow
Blade
    [required] wood block
    [main: blade] wood block, cast iron, w. iron, steel
    [extras] dreams, leather, gems, silk, yarn for tassels, silver, gold...
    Wooden Sword, Emerald Steel Dagger
Cup
    [main] birchbark, clay, blocks, leather, glass, copper, tin, silver, gold
    [extras] dreams
    Kuksa, Mug, Bucket, Jackard's Flask, Glass, Bottle, Cup, Tankard, Stein, Chalice
Drink
    [required] hot water
    [main] green tea leaves, black tea leaves, taproot, milk, fruit...
    [extras] dreams, spices, honey, clover, milk, fruit...
    Spiced Black Tea, Apple Cider
Pants
    [main] linen, leather, silk, nettles
    [extras] dreams, linen, leather, silk, dye, beads, fiber, ash, wax
    Jackard's Leather Britches, Nettle Britches
Pastry
    [required] dough
    [main] fruit, honey, cheese, veggies
    [extras] dreams, spices, herbs, fruit, honey, butter, dough...
    Pumpkin Bread, Blueberry Pie, Loftar's Bland Biscuits
Wort
    [required] water
    [required] hops
    [main: grain] wheat, barley, oats, rye, rice, potato
    [extras] dreams, clover, spices, fruit, milk, butter, hazelnut, honey, pumpkin, taproot, peppers, hops, grains
    Note: Possibly affected by location stored?
    Lucky Stout, Root Beer, Honey Ale, Pale Ale

Jackard wrote:New prefix: Add dreams to an extra slot and have your characters name appear on the item! But items only stack if they have the same name...
Last edited by Jackard on Wed Mar 24, 2010 10:13 pm, edited 47 times in total.
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Re: Item Quality?

Postby loftar » Sat Aug 15, 2009 3:13 pm

Just to clarify, I do plan to revamp the crafting system in some ways, but that and introducing item quality are two orthogonal changes. As for the details of item quality, Jorb and I have still to discuss it in detail and work it all out, so I don't really think I can say too much for sure right here and now. The only reason why it coincides with the map reset is because that's our best opportunity to wipe all items and therefore change the inventory save format to incorporate quality levels.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Item Quality?

Postby Blaze » Mon Aug 17, 2009 7:59 am

loftar wrote:Just to clarify, I do plan to revamp the crafting system in some ways, but that and introducing item quality are two orthogonal changes. As for the details of item quality, Jorb and I have still to discuss it in detail and work it all out, so I don't really think I can say too much for sure right here and now. >>>The only reason why it coincides with the map reset is because that's our best opportunity to wipe all items<<< and therefore change the inventory save format to incorporate quality levels.


So I'm guessing we keep our characters, but lose all items?
I guess that'll solve both bringing items in altsafes and revamping items.
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Re: Item Quality?

Postby Errol » Mon Aug 17, 2009 8:08 am

Will we keep equipped items? I guess no, but it would hurt to lose my precious metal saw :(
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Re: Item Quality?

Postby Colbear » Mon Aug 17, 2009 8:18 am

loftar wrote:Just to clarify, I do plan to revamp the crafting system in some ways, but that and introducing item quality are two orthogonal changes. As for the details of item quality, Jorb and I have still to discuss it in detail and work it all out, so I don't really think I can say too much for sure right here and now. The only reason why it coincides with the map reset is because that's our best opportunity to wipe all items and therefore change the inventory save format to incorporate quality levels.


Is there an updated time estimate for map reset? Also, have you considered doing similar to what Toady does (you probably hate suggestions like this, because of all the DF comparisons, but think of it this way: he pays the bills by working on DF, last I heard) and giving us a log of things that have been implemented and stuff during a dev session (and letting us know when they happen), even when an update itself doesn't occur?

http://www.bay12games.com/dwarves/dev_now.html Is what I'm talking about, so people know what he's been working on, even though the last release was some ridiculous amount of time, like 8 months, ago.
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Re: Item Quality?

Postby Cajoes » Wed Aug 19, 2009 4:03 pm

I would not say a dev-web-log is all that unique, there are such things as dev-diaries in most (videogame) productions. But ToadyOne's is so far the most well documented one I've read.

Ultimately it's up to Jörben och Loffan if they wish to have their thought processes and debugging adventures put on display for public dissemination and out of context quoting.


On topic;
Will item degradation be implemented as well?

In a greater extent than "leave something in the grass for ten minutes" fashion we have at the moment.
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Re: Item Quality?

Postby Vanigo » Wed Aug 19, 2009 7:57 pm

Are you going to tweak silkmaking to be less masochistic while you're at it?
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More Generic Recipes

Postby Jackard » Fri Oct 30, 2009 2:16 am

renamed topic and bump

the addition of new redundant recipes such as wind/bronze swords and baked goods makes this an even better idea

even seeing more recipes use things like "Any Common Metal" "String" or "Dough" would be good

if you gave items Suffix/Prefix bonuses (seen in certain games) from extra materials it could really liven up crafting and add a personal touch (my Feathered Bone Arrow vs your Silvered Stone Arrow, Spiced Black Tea vs Black Tea with Milk)
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Re: More Generic Recipes

Postby sabinati » Fri Oct 30, 2009 3:05 am

i love this because it both simplifies and adds depth to crafting
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Re: More Generic Recipes

Postby Sarge » Fri Oct 30, 2009 3:09 am

way cool thread
factnfiction101 wrote:^I agree with this guy.
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