But not just any crafting system. Version 0.05 and its subsequent patches introduce what could arguably be called the best crafting system we're aware of in any current mmorpg.
We're fully aware what a bold statement that is, but we really feel confident that once players begin to experiment with it that they'll quickly grasp the scope and magnitude of what we've managed to accomplish.
Behold, The Awesome:
Our crafting process begins with resource harvesting, the basics of which having been formally announced in our last blog post are already in the game.
Opening your "General Crafting Tool" will present you with a list of currently unlocked schematics. Right now, we just hard-coded some basic stuff to make until we expand on the professions-unlocks in the upcoming updates.
Selecting an item you wish to craft and proceeding to the next step will take you to the Item Assembly screen.
From here, you're given several items:
- A mini-inventory window displaying the various resources and items you currently have in your possession, for use in crafting.
- An examination window which displays the individual stats of each aspect of the resource or material, such as its conductivity or unit toughness.
- The Draft Schematic Slots panel, which displays the various components required to satisfy before you can move onto the next step, detailed below.
- A preview of the item you're making. We'd like to turn this into a 3D view but for right now it's purely an icon of the item you're trying to create.
- A Schematics Overview panel which displays the various aspects of this schematic, such as what materials are required to make each of the components needed to craft it.
The Draft Schematic Slots Panel Displays:
- The icon of the resource or component required
- The quantity provided/required
- The suitability of that particular harvested resource to craft the best quality item. In this case, the red line at the right of the "bindings" component signifies that the resulting stats based on this section will be poor. In this instance, the basic stat of "condition" that determines how much damage any item can take before being destroyed is determined by the "Unit Toughness" of the bindings component. Since the metal used here was of low toughness, the strength of the pants, before becoming destroyed, will be reduced.
Once you're satisfied with your results and click to Assemble the product, you'll be able to then name your item and review the final results/stats of the item(s) you just created. You can even use hex code to colorize the wording in the name of your item ;) (We felt your SWG players would appreciate that)
The Run-Down:
What our system enables is the ability to truly craft any item in the game with completely different stats to every other item, and create products vastly superior, or inferior, to your competitors. In a later publish, we'll be introducing factory schematics and factories, allowing you to mass-produce large numbers of the same item to help you create large amounts of items for personal use, trade, or sale.
Master crafters will scour the vast continents of the game, alone or in a group, surveying, sampling, and hoarding over newly-discovered resource locations; Always looking for a higher quality of this type of metal, or that type of polymer, to continually increase the quality of their end-created goods and grow their reputation as a true master of their trade.
It is, for lack of a better term, the best crafting system in any current game, and we have you guys to thank for it though relentless support of the game and the future for it we're slaving away to create.
What's Next?
Now that we have, arguably the most advanced part of the game thus-far, functionally developed, we'll be spending a week or so cleaning it up, replacing fonts, smoothing edges and overall making it run as perfect as we can, so we can move onto the next steps. Among them:
- Expanding on our current "You can place stuff in the game world" system, to create a secondary layer for our "hoppers" (the button has already been added, which is the new one you'll see in the bottom right). What this allows players to do is, instead of saving all walls, floors, items, to just the game world itself, saving them TO what we call a "Hopper", which can then be uprooted, relocated, and re-expanded to essentially "take your entire estate with you". It's the basis for an entire tertiary economy built around player architects designing whole homes from individual parts, duplicating the estate's hopper, and then selling or trading that hopper to another player, who can then expand the hopper anywhere they like in the world.
- Once we've crushed that step, we'll be moving on to automated objects, such as the much-in-demand "Harvesters" which allow players to collect resources via a peaceable object that continually draws a specified resource out of the game world without the player being required to participate.
- Having finished that system, we'll then be free to expand the dynamic world objects system to include, at last, a series of non-player-managed vehicles, in the form of "boats" which will finally allow the player to travel to other continents across the ocean while we work on player vehicles.
Tasks we'll also be performing while working on the items above include:
- Updating the aesthetics of several human breeds as well as Lokri to create more unique and individual texturing and details for their faces and bodies.
- Adding dozens of new schematics for testing over the course of the next few weeks to vastly increase the numbers of craftable items in our catalogue.
- New models and textures for existing assets, and also totally new ones.
That's all for now. As always, thanks a ton for your continued support while we continuously work towards building everything we need to prepare for our next crowdsourcing campaign!























