I'm working on developing a mod for V Angband that focuses on crafting. I just wanted to type up some of my vision for this mod and get some feedback. I think it would be really fun to play a character that searches for the materials to forge a weapon to kill Morgoth and then slays him with it .
Most of this pertains to crafting weapons/armor; I haven't thought too much about crafting magic items (wands/staves/scrolls/potions), although that should definitely be possible.
I've played ToME extensively, but was very disappointed with the Alchemist class. My experience with Sangband is much more limited, but I'm hoping to make a deeper crafting system than the forging present in Sang.
Crafting System
This can be thought of in two parts: acquiring resources and combining them.
Resource acquisition: Items should be able to be reduced to raw mats - this would be something along the lines of melting down a dagger or re-using the leather in a suit of leather armor. Raw mats should come in different quality based on the quality of the source item.
You should also be able to get materials from the dungeon itself. I envision mining metals from the dungeon walls (treasure deposits for rare metals), and extracting some materials from corpses or dropped by monsters.
I think there should be about 10 different kinds of materials, varying in quality - like "raw leather +1" or "lump of copper -1".
Crafting: Different classes of items have certain recipes - a dagger should be a certain amount of metal, a suit of armor should be a set amount of other material. The quality of the suit created should depend on the quality of the materials (affecting bonuses). When the item's quality goes above a certain threshold, it should hit ego status and get ego bonuses. Eventually, it should hit artifact status.
I'm not sure whether I want the bonuses to be user-determinable or random - the former might be OP unless some pretty heavy restrictions are in place. But eventually, I'd like for crafted gear to be on-par or better than extant gear, at least for the Artisan class - maybe not for other classes.
Artisan Class
I'd like for this class to be focused on crafting. Warriors get better skill with weaponry, other classes get weaponry bonuses or spells; the Artisan should have no spells and moderate combat ability, but make up for it by having higher quality gear than other characters at his level/depth. At max level, this would eventually mean having better gear than any other class, meaning some special gear will need to be available - crafted artifacts more powerful than the defaults. But these need to be available only to the Artisan. He's an intrinsically weak character that makes up for it with good gear.
I'd also like for the Artisan to be versatile: he may not have spells, but he should be able to craft and use magic devices to fill this need. Archery or melee should both be viable options - I imagine I'll need to introduce artifact ammo.
The artisan should start with enough raw materials to craft a decent starter weapon, or maybe a wand of magic missile. The gameplay focus for the Artisan should be on crafting items that suit your playstyle (melee, archery, magic devices), and gathering high-quality items to refine into quality materials.
Of course there are balance issues here. If the Artisan can craft gear that makes him or her good at everything, it would be OP. I'm not trying to make a warrior/mage/priest/ranger here . At max level, he should be worse at melee than a max level warrior and worse at magic than a max level mage (although the latter shouldn't be hard...). Balance issues are always the hard part .
Development Plan:
First step is to make a preliminary map of the materials I'd like to have in the game. Then, I'll need to add those in, and make sure they drop appropriately. I'll need to add in the "refine item" ability.
Second step is to add in the crafting system. Initially this will be a simple 1) combine items according to a recipe 2) calculate quality of the items 3) spawn a random item of the appropriate level.
Third step would be to add the "guided" crafting where you can control the properties of the item produced.
Fourth step would be to throw in the Artisan class.
I'm planning on using Google Code for source hosting,
Please tell me what you think about these ideas!
Most of this pertains to crafting weapons/armor; I haven't thought too much about crafting magic items (wands/staves/scrolls/potions), although that should definitely be possible.
I've played ToME extensively, but was very disappointed with the Alchemist class. My experience with Sangband is much more limited, but I'm hoping to make a deeper crafting system than the forging present in Sang.
Crafting System
This can be thought of in two parts: acquiring resources and combining them.
Resource acquisition: Items should be able to be reduced to raw mats - this would be something along the lines of melting down a dagger or re-using the leather in a suit of leather armor. Raw mats should come in different quality based on the quality of the source item.
You should also be able to get materials from the dungeon itself. I envision mining metals from the dungeon walls (treasure deposits for rare metals), and extracting some materials from corpses or dropped by monsters.
I think there should be about 10 different kinds of materials, varying in quality - like "raw leather +1" or "lump of copper -1".
Crafting: Different classes of items have certain recipes - a dagger should be a certain amount of metal, a suit of armor should be a set amount of other material. The quality of the suit created should depend on the quality of the materials (affecting bonuses). When the item's quality goes above a certain threshold, it should hit ego status and get ego bonuses. Eventually, it should hit artifact status.
I'm not sure whether I want the bonuses to be user-determinable or random - the former might be OP unless some pretty heavy restrictions are in place. But eventually, I'd like for crafted gear to be on-par or better than extant gear, at least for the Artisan class - maybe not for other classes.
Artisan Class
I'd like for this class to be focused on crafting. Warriors get better skill with weaponry, other classes get weaponry bonuses or spells; the Artisan should have no spells and moderate combat ability, but make up for it by having higher quality gear than other characters at his level/depth. At max level, this would eventually mean having better gear than any other class, meaning some special gear will need to be available - crafted artifacts more powerful than the defaults. But these need to be available only to the Artisan. He's an intrinsically weak character that makes up for it with good gear.
I'd also like for the Artisan to be versatile: he may not have spells, but he should be able to craft and use magic devices to fill this need. Archery or melee should both be viable options - I imagine I'll need to introduce artifact ammo.
The artisan should start with enough raw materials to craft a decent starter weapon, or maybe a wand of magic missile. The gameplay focus for the Artisan should be on crafting items that suit your playstyle (melee, archery, magic devices), and gathering high-quality items to refine into quality materials.
Of course there are balance issues here. If the Artisan can craft gear that makes him or her good at everything, it would be OP. I'm not trying to make a warrior/mage/priest/ranger here . At max level, he should be worse at melee than a max level warrior and worse at magic than a max level mage (although the latter shouldn't be hard...). Balance issues are always the hard part .
Development Plan:
First step is to make a preliminary map of the materials I'd like to have in the game. Then, I'll need to add those in, and make sure they drop appropriately. I'll need to add in the "refine item" ability.
Second step is to add in the crafting system. Initially this will be a simple 1) combine items according to a recipe 2) calculate quality of the items 3) spawn a random item of the appropriate level.
Third step would be to add the "guided" crafting where you can control the properties of the item produced.
Fourth step would be to throw in the Artisan class.
I'm planning on using Google Code for source hosting,
Please tell me what you think about these ideas!
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