Posted February 12, 2022 by Perfoon
#Crafting #Design
Finally, it was time to add a proper crafting system to the BLASTRONAUT game. However, when I started looking around for inspiration, it turned out that in most games the crafting is pretty clunky. Furthermore, in 99% of the games crafting is completely menu-based which pulls the player out of the game and breaks the immersion.
STEP 2. Animating all the crafting buildings will also be important because it allows showing the player that the machine is working. After animating the fire in the furnace, they became much more lively.
STEP 3. Designing the interaction. The goal here was to allow the player to queue up some jobs with minimal effort. And for that, the player interacts with the buildings as usual, but instead of receiving the finished goods immediately, it would take a bit of time and the player is free to leave and do his business elsewhere.
So far so good, but this is where the bigger problems begin to appear.
STEP 4. Solving the issues.
So after trying to solve these issues, my first solution looked like this. And I know it looks confusing.
And eventually, I improved it a bit by moving the F button right next to E. It looks a bit cleaner but is still really confusing.