Crafting UI (Preview)
Added 2024-05-23 00:00:55 +0000 UTCHi!
Here's the first look at the crafting UI and some main explanations of how this system is going to work:
- Crafting UI is available when you open the Interface and you are not interacting with containers or traders.
- Crafting recipes are categorized by type like medical, electronics etc.
- On the crafting panel, when you press individual "type buttons" those will open a list of crafting recipes that are categorized to that specific type.
- You can hide all the recipes (if visually distracting) by pressing the hide icon (left button).
- Each crafting recipe is modular, it can have multiple different requirements and multiple different end results.
- Some crafting recipes have "Vicinity" requirements, meaning they can be only crafted if you are near that vicinity element.
- Currently there's 3 vicinity elements: Fire source, Common Workbench and Electrical Test Bench.
- Fire sources are needed for certain cooking related crafts, common workbenches are needed for more difficult crafts that cannot be done "on-the-fly" and electrical test benches are needed for certain electronic repairs, oscilloscopes (lore related) and military radio elements.
- Each recipe will highlight the specific vicinity requirement if there is one, however most crafts like improvised bandages and such, won't have any vicinity requirements.
- When you are doing a vicinity based craft, the vicinity icon will turn green in the crafting UI (bottom right) when you are near that source.
- Once you start a vicinity based craft, the upcoming crafted item will be spawning as a 3D-object to the vicinity target, for example cooked soup will be placed on the fire source for boiling or something like sawed-off shotgun will be spawning on top of the workbench. You can pickup the spawned item once the craft time is finished.
- In terms of crafting time, each recipe has a custom craft time and once the craft timer is running, you can't use the required items in your inventory (they will be highlighted yellow).
- Some crafts will also require tools like Multitool and some repairs like restoring the weapon condition will require weapon cleaning kits and so on.
- Once the craft time is finished, the required highlighted items will get removed from your inventory but if there was a tool requirement, the tool will remain and the new crafted item spawns to your inventory (if not vicinity based).
- Currently I didn't want to create any XP or crafting level related additional requirements, because first I need to see how this system will play out with the current requirements (tools, vicinities etc.)
Like mentioned before, I'm currently missing all kinds of crafting related items, so this system is going to be a bit "under used" until I have those items in the game.
For the next dev build, I will be making some basic crafts available, placeholder vicinity elements and few new items, so you can test this functionality.
Let me know what you think about this UI implementation and the overall idea :)
-Antti (Developer)
Comments
I like the system a lot!
Feruen
2024-05-23 17:58:32 +0000 UTCIt looks so amazong its easy on the eys you know where to look and see when it comes to crafting ita going to be so good keep up the hars work
MrUlfen
2024-05-23 09:04:26 +0000 UTCI figured fire source would be a loose term for now. Thank you for the clarity! I can’t wait to sink many many hours into the next dev build and demo.
securityCase
2024-05-23 00:34:15 +0000 UTCBasically hotplate, battery can be crafted into improvised cooking station, same way as gas canister and gas stoves can be crafted to working gas cooker and those would then act the same way as vicinity based fire source. The term fire source might be a bit confusing for now but it should work quite logically with those improvised cooking stations also, meaning if you are near them :)
Road to Vostok
2024-05-23 00:16:08 +0000 UTCSounds like a solid approach to me, I was also considering the "timer becomes your worst enemy" scenario. Looking forward to testing it out! :)
Fonzi
2024-05-23 00:15:40 +0000 UTCCurrently I have designed this in a way that you can move away from the vicinity based crafts once they are executed (but not change maps) and for example defend yourself if you get attacked. Otherwise that crafting timer would become your worse enemy and annoying to use if you get locked into certain crafts. But this will definitely need testing to figure out the best approach to this.
Road to Vostok
2024-05-23 00:14:05 +0000 UTCI have a question to the cooking aspect. You stated that the food would be placed on a fire. But what about the cook top, will it require to be connected to the car battery for power? Of course waiting to play the dev build would answer that as well. That was just my one curiosity of the whole system.
securityCase
2024-05-23 00:12:31 +0000 UTCSeems pretty straightforward, I like it so far! One thing I am wondering about is the crafting timer, let's say if you're at the workbench and you have to put in your shotgun for a repair, will you be able to just walk away while it finishes crafting or do you need to stay in the vicinity of the workbench? And with crafting that can be on-the-fly, will you be completely immobilized while the timer is running or will there be a slowdown applied to your character, stuff like that.
Fonzi
2024-05-23 00:06:38 +0000 UTCI love how every aspect of your vision for this game has fit so well together. This is going to be a detailed yet simple to understand crafting system.
securityCase
2024-05-23 00:03:53 +0000 UTC