In retrospect "merchant skills" as a single task is a bit silly, and this is gradually developing into just "game making", but that's a good thing. As I stumble upon a task I'm focusing on that as such.
So looking at the eight skills I have, I want "something to do" for each of the first five levels, for now. These can change and move around later, or be tweaked, but for now my task is to create "something to to" for levels 1 through 5.
So for starters we now have 55 items, 7 armours and 5 weapons in the game.
Using these we have 24 recipes, which range from as simple as "wood + axe = plank", to more complex such as:
Cotton plus knife = thread
Thread plus needle = cloth
Cloth plus needle = armour lining
Cow hide + oil + knife = leather
Tin ingot + hammer = tin studs
Leather + needle = leather boots
Leather + needle + armour lining + tin studs = leather body
Leather + needle + armour lining = leather legs
Leather legs + leather body + leather boots =
Leather Armour
So to make one set of armour we've used three skills. That means if you're trying to train one skill you can buy things from other players, motivating the economy. Or if you want a rounded character and solo play you can use all your skills together.
Anyway, crafting is just one element of merchant skills. We have to create:
- Nodes (trees, rocks, etc)
- Spawnable nodes (fires for example)
- Utilities (fireplaces, stoves, furnaces, etc)
And then work out leveling prestige and exp and such.
My next task now that all the recipes are set up, I have decided, is to look into Fire.
Fire is something that ties together most skills. For example it could be used for:
- Lumberjack: light a wood fire
- Metalwork: heat up ore to remove impurities and make an ingot
- Leatherwork: maybe we need a fire to make leather?
- Hunter: use a fire to cook food
- Gatherer: light a shrub fire
There has to be some use for it in mining that I haven't thought of.
Do do.
So I've been trying to find some fire graphics for PVGames and I stumbled upon the MV RTP fires, which actually don't look too bad in this setting:
With a little work maybe.
So above are different "levels" of fire. A shrub fire will last enough time to maybe do one action, whereas a log fire will last a few. I think perhaps instead of a timer it could be based on number of actions performed.
I'm thinking, to distinguish this from RuneScape's firemaking:
1. fires last a number of actions rather than a number of seconds. So a shrub fire will last one action.
2. there is no "fire making" skill, it's a subsection of lumberjack
C. fires have other effects like lighting up a dungeon, perhaps revealing new mining nodes and such
and IV. you can only have one fire active at a time
so no filling the screen with firez
None of this is done yet. I'm trying to work out how to animate them and how to spawn them, for now.
Then fires themselves will need their own crafting system. Perhaps I can piggyback on my existing crafting system, and use "fire" as a consumable hidden item.