One idea i had soem time ago (which i can't really do because i barely make text games right know), is to actually let the player create the scheme of a weapon/tool/spells/whatever, just like the breeding idea but generalized.
Just creating some basic variables like density of a metal and how long the weapon is, you allow the players to be the creative entity, and not having to go and create an creative AI someone mentioned, you let the player be what he wants, giving him the ability to truly craft something, and possibly stories too (dwark fortress is an example where you can create lots of things from the softcoded part of the game, and could give ideas).
Another idea is making the crafting system more player-oriented, instead of giving skills as the only way to be better, mix up some player interaction, so that, for example, hammering the sword at the right time sharpens it better and gives a better attack bonus.
EDIT: Don't really know how, but i found this pen and paper RPG where you can build spells and machines, it's pretty nice and maybe gives a way to implement what i said.
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#1hughinn
Posted 11 April 2012 - 12:24 PM
One idea i had soem time ago (which i can't really do because i barely make text games right know), is to actually let the player create the scheme of a weapon/tool/spells/whatever, just like the breeding idea but generalized.
Just creating some basic variables like density of a metal and how long the weapon is, you allow the players to be the creative entity, and not having to go and create an creative AI someone mentioned, you let the player be what he wants, giving him the ability to truly craft something, and possibly stories too (dwark fortress is an example where you can create lots of things from the softcoded part of the game, and could give ideas).
Another idea is making the crafting system more player-oriented, instead of giving skills as the only way to be better, mix up some player interaction, so that, for example, hammering the sword at the right time sharpens it better and gives a better attack bonus.
Just creating some basic variables like density of a metal and how long the weapon is, you allow the players to be the creative entity, and not having to go and create an creative AI someone mentioned, you let the player be what he wants, giving him the ability to truly craft something, and possibly stories too (dwark fortress is an example where you can create lots of things from the softcoded part of the game, and could give ideas).
Another idea is making the crafting system more player-oriented, instead of giving skills as the only way to be better, mix up some player interaction, so that, for example, hammering the sword at the right time sharpens it better and gives a better attack bonus.