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 Post subject: Atomistic Creation (Crafting)
PostPosted: Fri Apr 28, 2006 7:22 am 
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Joined: Wed Apr 19, 2006 12:29 pm
Posts: 42
Location: St. Peters, MO
Hey Firedancer, I figured I'd start a thread to discuss what we started in the "ghosts can see" thread.

What you've already done, I'm going to tackle. I just wanted to see if you would mind discussing your work a bit.

I too plan on allowing multiple material types to be used in crafting of items. I figure I'll put MaxHP, Weight, Damage, and maybe a couple other props on the crafted item, allowing crafters to really customize their creations.

We'll make crafting gump-based, where the crafter will d-click the tool, get the item selection gump, then a custom gump that lists all the materials in their pack as well as the total number of material required to make the item, allowing them to select which material types and a quantity of each material to be used in the creation of the item.

Finally, we'll ask the crafter if they want to also create a "recipe" for the item they're crafting that will allow them to duplicate that exact item in the future should it be a winning combination for them.

Is that basically what you did?

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 Post subject: Re: Atomistic Creation (Crafting)
PostPosted: Fri Apr 28, 2006 9:23 am 
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Joined: Fri Feb 03, 2006 6:32 am
Posts: 104
Location: Austria
Exar Kun wrote:
Hey Firedancer, I figured I'd start a thread to discuss what we started in the "ghosts can see" thread.

What you've already done, I'm going to tackle. I just wanted to see if you would mind discussing your work a bit.

I too plan on allowing multiple material types to be used in crafting of items. I figure I'll put MaxHP, Weight, Damage, and maybe a couple other props on the crafted item, allowing crafters to really customize their creations.

We'll make crafting gump-based, where the crafter will d-click the tool, get the item selection gump, then a custom gump that lists all the materials in their pack as well as the total number of material required to make the item, allowing them to select which material types and a quantity of each material to be used in the creation of the item.

Finally, we'll ask the crafter if they want to also create a "recipe" for the item they're crafting that will allow them to duplicate that exact item in the future should it be a winning combination for them.

Is that basically what you did?


Well not really nope, not like that. Our idea is to make a realistic world, and as such we also attempt to make all our crafts gumps-free as far as any possible.

Our smithing is only half way done atm (due to other, higher priority tasks and the limited number of devs we got) - anyway the concept up to now is somewhat like this:
as a first step you mine the rocks to get ore... this ore you have to put e.g. into big smelting ovens, where with sufficient temperature the metal molten out. The outcome already varies here... the amount, type and quality of metal you get, will depend on the coal you use and the temperature you maintain, as well as the duration of the process. Mixing certain ores in the process might also create (more or less useful) alloys... like bronze being made of copper and tin. Now later on smithing you put the ore into the forge... heat it up. The metal will start to glow for a certain duration (again.. heat etc....) you take it out of the forge, put it on the anvil - that's where we got so far... now what's next is that you'll likely be able to hammer, fold and shape the metal to different outcomes. If the metal is too hot when you hammer it, it might break into a thousand pieces... if it gets too cold you gotta reheat it in your forge. When you're happy with your work, you cool the metal e.g. in water or oil. Depending on the material you used, your skill and how well your timing was in the process, the properties of the item will differ.

Sounds crazy? yeah crazy work to code. But it's fun... both to see it come alive, as well as to play. Makes the world more lively... especially as others can see and watch what you're doing. ;)
Problem is the thing is the number of different weights... thus the number of objtypes. Really hurting me here. Also more work is of course, that this needs several semi-done product graphics to be added... already had to add custom furnaces, forges and anvils, so that the objects have the right looks and sizes so that they look proper, when you work stuff on them.

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 Post subject:
PostPosted: Fri Apr 28, 2006 11:25 am 
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Joined: Wed Apr 19, 2006 12:29 pm
Posts: 42
Location: St. Peters, MO
Gotcha. Yeah, we're talking totally different concepts.

Anyone else trying a system like the one I've mentioned, here? I like to hear some thoughts on it.

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