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Creative Projects / Re: Adventurer, a C# Roguelike focusing on improvisation, coded by myself
« on: July 05, 2010, 02:52:31 pm »
Sounds ambitious. I can't wait to see what you come up with.
I don't think he'll necessarily need to hardcode every combination. If you accept that each item is made of one or more base materials and each material can be used to craft an item you can have all sorts of combinations. This way it wouldn't be too far fetched to create a piece of armor from a sword and an axe and have a couple of pieces of wood left over.
To simplify matters you could require the player to break down an item into it's individual materials before they can construct an item from it.
I figure you'll have to hard-code each combination so it won't be much invention as discovering what crafting recipes have been built into the world. Have a "dust of enchantment" as a common recipe component.
I don't think he'll necessarily need to hardcode every combination. If you accept that each item is made of one or more base materials and each material can be used to craft an item you can have all sorts of combinations. This way it wouldn't be too far fetched to create a piece of armor from a sword and an axe and have a couple of pieces of wood left over.
To simplify matters you could require the player to break down an item into it's individual materials before they can construct an item from it.

) uses a sort of fast travel system but I'm not sure that is best because I want the player to be exploring the world, not just jumping from one location to another. But if I restrict the player to traveling long distances by foot I'm just setting them up for frustration. Alternatives could be: