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Good day, Ramza!

I purchased your crafting system some years back, crazy to think it has been so long already, and seeing there has been so many updates to it surprised me!  I've been tinkering with it again and loving it all over once more. 

I do have a question about the plugin, does it keep track in some way of what ingredients the players have tried to mix already and failed and then prevent the player from mixing those same ingredients again because the previous attempt revealed that that combination was incorrect?   I ask because this crafting system is based on plug and play to figure out what's right in game-play.  So I was curious if that was a feature already to help narrow down recipes for the player so that they don't waste time with the wrong combination again, or if they leave for an extended period and come back they don't have to struggle quite as hard as before.

Good day.

Unfortunately, it does not have that functionality. It may be possible to modify the plugin so that it can register failed combinations during a total failure, and then check that list when the player clicks the craft button, before crafting begins and pop some kind of message about it, but that might be better left to an extension to the base plugin.

The main issue with this, is that there are basically infinite non-working lists of ingredients that do not make an item, especially when you take quantities into account, so the player could fail to make something with one set of items, and then fail to make something again with the same set of items in different amounts. 

If we make it so putting in a completely incorrect recipe prevents you from trying again, the player would then be able to use that feature to guess that something they put in was correct, but the quantities were wrong, allowing them to try multiple times until they get it, possibly by save scumming.

In my opinion, giving the player more options to cheat the system kinda makes the system less fun.

~Ramza