This week has been a pretty productive one as we poured most of our energies into ironing out our crafting system with hunter/gather skills. After extensive research was made into game design- more specifically, crafting systems[You can check out a site that I found had quite abit of insight on the subject here: http://gamedevelopment.tutsplus.com/articles/ 5-approaches-to-crafting-systems-in-games-and-where-to-use-t hem--cms-22628
If you've navigated to the link above the crafting system we've settled on is #3. The crafting system is something that's really going to be a big part of how people decide to play the game. Here's a visual example of just how We're looking to accomplish this.
![](http://www.byond.com/members/Pixelcomet/files/2015-12/Pixelcomet-0002/weaponcrafting_thumb.jpg)
Basically, you let the system know what you want to make by selecting an item category from the list to the left of the window. In this particular example a Katana is divided into three areas: Offense defense and Utility respectively.Now, how good[or bad] a weapon can be made is mostly determined on the quality of materials used but the player's skill in crafting also plays a small role in achieving the best results possible.
Standard 'material' crafting is inspired by minecraft for the most part.
![](http://www.byond.com/members/Pixelcomet/files/2015-12/Pixelcomet-0002/crafting_thumb.jpg)
You can now work out your arm muscles by swinging around your trusty axe and start gathering some wood! The .gif is a little bit on the big side so I'll attach it as a link instead:http://puu.sh/lOvrY/9392861edd.gif
And yeah.. The trees don't keel over just yet... but we're working on that!
For those of you who weren't able to try out our earlier public builds here are a few .Gifs of a handful of Fire techniques.
http://puu.sh/lOw3m/cbabad229b.gif
http://puu.sh/lOvBs/3bbea54a51.gif
http://puu.sh/lOvKS/273586ccc9.gif
We're hoping to build combat around a player's skill rather than who has the highest stats. For the moment we've played around using primarily skill shots to achieve this. The mouse tracking feels a little bit jumpy currently Not sure if it has something to do with how this is programmed or an issue that's related to DM in general.
http://puu.sh/lOwc1/bc9e436e20.gif
Here is another mechanic we're hoping to make use of in the game- Collaborating. This particular technique involves spitting Highly combustible ash that can either be ignited manually by the user or by simply coming into contact with a source for ignition... The results are hilarious most of the time--- Especially when the ash cloud blows up the user instead. Sadly It's just me in the .Gif.
Last but certainly not least, We've hired another Code wizard to assist in the game's development. Welcome Rushnut.
Well That's it for this week's post. If you're interested in what we're trying to create be sure to fan the hub for regular updates on the game's development or even better yet, toss us some feedback/criticism if you get a chance to try out one of the public builds.