"In the end, only the beginning matters."

Monday, August 30, 2010

Items and Crafting(complete!)

One of the decisions I made at the start of this project was for there to be no shops. Sorry, but no bartering for you. Shagret takes place out in the wilderness, so the idea of 'gearing up' seemed a bit silly. I want players to take care of their items. Conserve, plan, adapt: basically, you can't just burn through everything on an area by area basis. You need to have enough supplies to fall back on. This is very difficult to balance, but it will certainly create a unique feel that--assuming I do my job correctly--will be fair and rewarding.

Now, there's more to the game than just the items you find. Throughout your travels, the numerous monsters you encounter will drop supplies that you can, in turn, craft into items to aid you. As there are no shops, making sure you find these supplies is important. I wanted to create a system that allowed players to make due with what they have when they get it, but also a system that allows for you to upgrade items as the game goes along(that is, you find a +1 Attack Craft material but you're afraid to use it in case you find a +2 Craft material). My system is being designed, principally, with fairness in mind.

A long time ago, I gave a basic outline of how my crafting system was going to work. I can reiterate the slightly altered points here(for those interested, of course):

1) First, put the crafting objects into your satchel. Next, target the item you want to modify.

2) Only "basic" items can be enchanted. Remember all those copper rings you've found? Well, these are your basic materials. Take an un-enchanted ring, and add what you see fit. Weapons are in the same vein. If you find a "basic" weapon/armor--like a full plate--you can add whatever you want. Note that an "Alchemial Silver Longsword" still is "basic", as it has no properties. The material does not account for anything. Bear in mind, also, that an item with an added property is still craftable/enchantable(complicated to script, but it works).

3) Maximum of three properties. These properties stack, however. So, if I add a +2 Attack roll onto my sword, then decide later to add +2 again, it now becomes +4. Items, then, are never set in stone: upgrades are always an option so long as the number of properties never exceeds 3.

4) You can change the material of an item. These conversions won't be too common, but you could make an iron longsword into an adamantine sword(purists might cringe at this, but I want the option for flexibility...even if the logic is a bit dubious).


I think that covers the basics. With that out of the way--*whew*--I can show off how it looks in game.


I've put a Wyvern Stinger in my satchel. Using the wand, I've selected the basic item. The game tells me what properties will be added.

If I accept, I am now taken to a screen so I can rename the item. Purely cosmetic, but important nonetheless.


I've accepted, and now I have an Axe which does poison on hit. If I wanted to, now, I could add more Wyvern Stingers to make the poison more potent--or, rather, add whatever other properties I see fit(attack bonus, acid damage, etc).


Next week, I think I'll talk about something else design-wise. I realize that, as of late, this blog has not had anything of interest--then again, with all the imminent releases(!), I don't feel too bad. Point being, I hope to have some other things to show later.

2 comments:

Lance Botelle (Bard of Althéa) said...

Great to read about your crafting system .. this is something I have spent a lot of time altering as well, and it is good to hear what others have done. Initially, I *did* cringe at 4 though ... sorry. However, if you take care creating a viable reason of how and why this can happen - explained in a history book somehwere? - then I would be happy with it. As long as there is a good sound justifiable reason, then I don't see why not! ;)

As for being able to stack bonuses of the same kind, then that may be difficult to balance I would have thought?

Lance.

Chaos Wielder said...

Well, number 4 is still up in the air. I'm going to code it in and *try* not to use it in playthroughs to see how balance is. I don't want players to be demolished by an adamantine resistant creature just because they didn't go to "x" dungeon for the proper weapon.

It is hard to balance, for sure. For instance, I have a creature that currently gives +10 Spell Resistance as a property(he's difficult, don't worry). There are three of them in the mod, so a theoretical +30 spell resistance item is possible. I'm not sure I like something that good being possible, so I need to be careful. I want the mod to be dangerous, but not *too* dangerous--so, the items will likely be toned down as a I progress.