Extended crafting

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Extended crafting

Post by cromcrom »

I envision an extended crafting/gathering system for grimrock. It's probably a dream, and I have not the slightest idea if it will be feasible (although I have some great positive hints). But dreams are a great place to start ...
However, here is what I envision (I already created such systems for Mount and Blade Warband, and NWN2...), knowing that I LOVE very extended and usefull skills.

Skills:
Scavenging :Get more "stuff" from killing intelligent creatures.
Butchering: get more internal (liver, meat, blood, etc.) organs from killing creatures
Skinning: get more external (skins, horns, etc.) organs from killing creatures
Mining : Get ore from veins
Woodcutting : Get wood from branches, and so on...

Leatherworking: create leather objects
WeaponSmithing: create iron weapons
ArmorSmithing: create heavy armors
Tinkering: create other small objects: basic keys, torches, etc.
Cooking: create advanced food.
Woodworking: create wooden weapons (spears, bows, and so on)

5 Levels for the skills:
Unknown
Novice
Adept
Master
Grand Master

Attributes limitations to the skills (Grandmaster Weapon smith would require XX in strength, for example...)

Random results (a "poor" bow, a "great" bow, a "legendary" bow)...

I have no idea how it could show ingame. Once again, only ideas and dreams.

Any more skills ideas ?
A trip of a thousand leagues starts with a step.
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Komag
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Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Extended crafting

Post by Komag »

This is a lot to think about! sounds pretty cool so far, my only suggestion would be to combine butchering and skinning
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Bridenal
Posts: 11
Joined: Sat Sep 08, 2012 3:58 pm

Re: Extended crafting

Post by Bridenal »

I usually dislike most crafting in role-playing games not because it's challenging or complex, but because it can descend into many levels of micromanagement, and this is made worse when regular items that provide the same effect are usually everywhere in a gameworld. I think crafting is at its best when it's kept simple but rewarding. Games like Arcanum and Wizardry 8 only require two items in order to craft a new one (of course, each one has their own set of minimum attributes to perform the task), but they reward the investigative player by pushing him/her to explore and experiment. In both games, I can shell out for curatives, but can also go out of my way to get ingredients or resources from other places. I'm missing the actual names, but the idea for a staff of electricity is to combine a common item like a quarterstaff with an electrical capacitator (the same ideas applies to rings that boost speed). It's fun on the first playthrough when I'm dropping or selling items I have no idea what to do with, and then feel amazed on a second run with the right class and/or skills.
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