The game I am trying to make, will not use the system where the player need to gather materials from defeating enemies. But instead, you will need to looks for the destroyed buildings, vehicles, everday objects or even military equipments, to extract raw materials from them.
The story goes like this. A capital of a certain island country got nuked by a certain supreme power from oversea, for political reasons. But instead of leaving devasted state of the nuclear bomb's terrors, the whole capital just literally disappeared, along with the peoples who's lived there. In short, this game is a Sh*n M*gami Te*sei's rip-off.
I am having a trouble of thinking up, how to make gather materials for crafting in creative ways. Gathering materials from defeating enemies has been overused in RPG genre, a little bit too much, so I don't wanted to use it.
So I think, listening to smart peoples should be the best solution. Please share you ideas, thank you.
Post Apocalyptic World, Where you has to recycles trashes to make anything.
● ARCHIVED · READ-ONLY
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I guess I'm not sure exactly what you're asking for help with. You already know that you plan to have players gather materials for crafting from their environment. You want to have a post-apocalyptic theme, so your characters are going to be synthesizing things from circuit boards and copper wire, not crystals and mythril. You seem to have the basics pretty well planned out. You have to decide whether you want your resources to renew or not—non-renewable sort of fits with the post-apocalyptic theme, and turns up the pressure. But other than that, you already know what you want.
From there, you get into the specifics, and there's nothing to be done about that but dive in. First, decide what you want the player to be able to make. Then, decide how powerful they are going to be. That helps you decide how scarce you want them to be, and when in the game you want the player to gain access to them. Finally, based on how scarce you want these items to be, you can make a plausible recipe. Make sure that the more powerful weapons would be difficult for the player to get early in the game. (An easy way to do this is to make sure they don't get the blueprint for the Ultimate Railgun until you want it in play.)
Lastly, there's implementation. Personally, I'm using yanfly's item synthesis plugin. I think there are a number of synthesis plugins out there, any of which should keep you from having to mess around with giant trees of conditional branches. So just pick out one you like. -
'Game Mechanics Design' is not for feedback on individual projects. It is also meant to be engine neutral.
This should be in 'Ideas and Prototypes'. That has specific posting requirements so I am unable to move this thread.
[mod]I am therefore closing this.[/mod]