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Feature Idea: Crafting #137

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caligari87 opened this issue Feb 2, 2021 · 1 comment
Open

Feature Idea: Crafting #137

caligari87 opened this issue Feb 2, 2021 · 1 comment
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enhancement New feature or request

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@caligari87
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Thoughts on crafting

This is not a guaranteed feature or anything I'm currently working on, just a bit of random ideas I don't want to forget.

Resources

  • Scrap/Materials = Common "anything" resource.
  • Bindings = Slightly less common.
  • Electronics = Rare, required for most gadgets.
  • Chemicals = Rare, required for medical, etc.

Subject to balancing, but I think the scale should be that 1 unit of a category is "very little" and 100 units is "enough for most anything"

Gathering

Materials can be found by looting, in ammoboxes, lying around spawns, or by breaking down existing objects. Breaking down objects gives back some random amount of their crafting costs in each category, up to like 25% at most. Objects with no defined crafting cost give some very small randomized return.

Costs

Items have minimum costs in each category, but they don't consume the entire cost. This is to abstract the idea that you might have 100 scrap but only 25 of it is suitable for the item you're crafting. The final consumption amount per category is randomized but typically 40-60% of the minimum cost.

Crafting

Items can be crafted either "at once" or "with care". Items with larger bulk values take longer.

  • At Once = The item is created quickly and automatically (1 second per 5 units of bulk?) with minimal involvement and consumes the standard amount of resources from each category.
  • With Care = The player goes through a small minigame where they select which category of resource to use for each step (5-10 bulk) of crafting the item. One category will provide a higher completion percentage for the same partial cost. This obviously takes somewhat longer with more manual involvement but can lead to greater efficiency of resources.
@caligari87 caligari87 added the enhancement New feature or request label Feb 2, 2021
@caligari87 caligari87 self-assigned this Feb 2, 2021
@caligari87
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caligari87 commented Apr 19, 2021

random brainstorm implementation

class UaS_CraftableObject {
    class<actor> CraftedClass;
    int materialCost;
    int timeToCraft;
}

class UaS_CraftHandler {
    array<CraftableObject> ListOfCrafts;
    static void AddCraftableType(class<actor> tempclass, int tempMC, int time) {
        class<CraftableObject> newEntry = ("CraftableObject");
        newEntry.CraftedClass = tempclass;
        newEntry.materialCost = tempMC;
        newEntry.timeToCraft = time;
        ListOfCrafts.push(newEntry);
    }
}

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