more In dept. controls would be nice
Random encounters: Every so often a scripted event occurs in which a new character which has not been seen before enters the shop and either robs you or offers you a job or quest which requires you to complete extra activities to forge a weapon that is classed as a quest type weapon which can only be forged once using special quest materials which can spawn in certain points on the map this offers some variety to the often quite tiresome task of just repeating order after order until you can purchase the new metal. Also wizard staffs cause it would add to the medieval fantasy setting you got going on.
i think it is quit boring just ordering things from a peace of paper so maybe a market place or something would be nice. Example: There might be a trade table thing with more advanced ingots (such as bronze wich of course is 10% tin and 90% copper) and another being places where u find ideas to new weapons such as..... idk but u get the idea
-LazyTurtle
I do agree with Turtle, would be nice if we had to maybe once a week (or early mornings) load up our cart and travel to market to buy odds and ends for the swords (assuming blacksmithing gets more in depth) rather than instant delivery.
Would also love to see a way to customize the blacksmith area eventually, even if its something as simple as just picking up, rotating and placing the stuff inside the workshop.
Seeing as you are going for an MMORPG stylish game where you play as an NPC it would be cool if you could hire and send out quest to "Players" to get stuff for you, like ores or materials and in return you have to give them a reward like a free weapon, and its timed so you have to make it before they get back from the quest.
During sandbox mode I noticed you wanted to add mining, while it may contradict with my first suggestion it think its a great idea to add. You should make it so you can change tools to a pickaxe for mining with a hammer sounds rather silly.
Another thing which you may do later on, is to add more variations for daggers, great blades, hammers and just over all stuff.
And lastly, which once again you may do, It gets boring waiting for more "Players" you should REALLY up the frequency that they spawn as the days increase.
I've been waiting AGES for a game like this and I am SO happy a game like it came out. I will do anything I can to support this game.
Hey Shadowblade4444,
I like the idea of giving out quest to such as fetching materials from the "Players" and then give them a reward. I believe there were a few other suggestions that were loosely similar. I will consider it. Thank you!
Ya I can definately add Pickaxes for mining.
Increase the spawn frequency of the customers is something I am working on. I had it in one of the updates to the game but it almost completly broke the AI, so i had to roll back the changes but I am still looking into it.
Glad you are enjoying the game.
Been making a lot of suggestions but I just love this game
It seems to easy when making metal, because you can preheat the metal, to add a bit more difficulty you could perhaps make it so that the ingots could melt if left alone in the heat for to long, if thats how they work in real life, I assumed you studied up on forging when you made this game. The game seems to easy and some difficulty would be really cool. Just a though :)
Just another suggestion, what if the crafting mechanic was handled a bit differently?
With the current method, you have to drag the parts together, which is cool, but the game glitches out sometimes and clips the items through walls and other structures. It is also difficult to combine parts when you can only do so on the crafting table and dragging the parts can be frustrating at times when they just don't go where they’re supposed to when you need to rush to craft.
Is it possible to implement a player specific inventory? Or maybe even a hot bar to hold things temporarily and combine them by selecting hot bar items then pressing a button? It would make the crafting much quicker and more user friendly. This way there wouldn't be any unwanted items clipping through structures or parts flying everywhere when you try to pick them up in a pile or a number of different reasons.
I have many other suggestions if you'd like to hear them.
Hey Tripster124567,
Thanx again for your suggestions.
I wanted to avoid (if possible) using traditional inventory/hotbar systems. I feel it really pulls the player out of the game. I also wanted to keep your screen clean and simple a.m.a.p . This system definitely is not the best nor perfect but I would like to one-day optimize it so it works better. If it does require an alternate method, then I will consider something like a hotbar or inventory.
Cheers!!
You can visit my Trello page and leave any suggestions there as well.
Hey Dasius! I know you have been working on a new update recently, so I'm super excited about that, I just had a few recommendations for it! I think that there should be milestones in the game as a first. There should also, on some days (like day 10, or 20, for you to decide) you should have attacks, or raids. Something like this: Your asleep and your woken up by a loud sound. You jump out of bed and into your shop, you grab a weapon and go outside. Then you have to fend off the attackers with other village dwellers - I also think you should add people into the game, like ones that live in the village with you. That's all from me. I love your game so far and I can't wait to see future updates. Thank you for creating this game (It's the best one out there!)
Not sure if anyone has said anything yet, but I think there should be some punishment for reheating already heated ingots, leaving them heated overnight, or having stuff left outside.
I was also thinking of something like being able to create a lock to place on the outer doors. Then give a 10%(or something) chance to be raided at night. If you have a lock then it is destroyed but you don'tlose anything and have to craft a new one. If the raid doesn't occur then you keep the lock until it does.
IDK what the logs are for outside the house. I just found the game today so I'm trying to figure out what I've missed so far, I love it though and I'm so excited to see what you do. I always thought that if a game like SAO ever happened that I would be the blacksmith so this game is right in my wheelhouse.
I noticed the giant stone creature outside the back of the house, and i bumped into him lol. My girl laughed at that. How about creating armaments or traps for monsters or bandits. Fighting directly doesn't seem like anything this game is focused around, bt the cration of threat prevention sounds like it would be fun. Like a tower defense thing.
OH! Maybe something where once you hit a certain threshold of money they begin requesting certain materials. Like once you have 500 in your chest, regardless of what you spend it on, they start asking for tin sometimes. The more you create tin weapons the more they ask for it and so on. Also I think it would be cool if they asked for specific handles and grips in addition to materials, just to keep us on our toes.
Maybe something like a reputation rating for the shop based on how accurately, quickly, and how often you completed requests. Or maybe a system where when the day starts, or week, or month, you recieve commisions based on your reputation. Like 300 swords by the end of the month for his majestys royal army! Then you would have to decide to keep the shop open or focus solely on the comission. Of course small comissions could also happen, like a tin greatsword with a fancy handle by 6 pm.(IDK if there is going to be a clock eventually).
What if once your rep gets high enough you could begin outfitting the army and sometimes wars could start up and based on how well you outfit them the tide of the war updates daily. Then it wouldn't be a game about crafting to make money(because you'd be funded by the king) but instead a battle of how fast you can make weapons.
I have no idea where you're going with this game but I'm gonna enjoy it no matter what lol. Once I get some money I'm going to support you,
Just a sort off issue/bug report, when you go to hit parts or ingots on the anvil sometimes it will make the sound but no sparks will fly and wont count it as a hit. Same thing but reversed, sparks fly but no sound and wont count as a hit. I also think it would be nice to not be able to overide the hitting animation when using the anvil because it takes extra time if you miss or click too early. Or if you could simply click and hold to hit multiple times when using the anvil.
I'm sure there could be an easier way of saying this but I've been awake for 24 hours now and can't think cause of work xD so if you need clarification just let me know.
Also a bug, there is an odd mirror reflection effect going on with the chimney of the forge. When ever you move ingots around the forge you can see their reflection on the stone wall of the chimney, now I'm no rocket scientist but I don't think rock is supposed to reflect things haha.
I just noticed it now though and I've been playing for 4 hours in just the past few days so It doesn't stick out very much if it was to be pushed of to patch later.
Also, if you continuously hold shift to sprint and make something at the anvil the sprint will be canceled for no reason.
And I think disassembling parts should be added. If you accidently make the wrong tool or if a part combines on accident there isn't a way to salvage the unwanted tool so you have to just throw it away currently.
I think it would be cool to combine some of the metals if possible. Like mix a copper ingot with a tin ingot and see what it could make. I cant wait for this game to be updated father and want something to do with the crystals and the shadowy figure. I would also love a story to the game and see some battling in the game.
Also i think maybe some of the metals like titanium, adamantine, etc... are way too expensive and very hard to earn enough money to buy them. Maybe you could make them cheaper and/or make the "players" give you more money for the weapons. I really love this game so far and just finished playing it for about 6-7 hours. I got to day 23 and it gets almost too fast for me. A couple "players" left because i couldn't go fast enough, but still a very good game for a work in progress.
You say that titanium and adamantite are too expensive, but they're actually much quicker to upgrade to then the second metal, tin.
With copper at 10$ and tin at $500, you need to sell 500 ingots worth of copper to reach tin. (not including grips/guards) After that, you only need to sell 20 ingots of tin for iron (at $1000), 50 ingot ofs iron for adelite (at $5000) and that cycle repeats. (Unless it's changed since I last looked.)
I understand your issue, I have it aswell. You need to sell an insane amount of copper tools to reach tin and it isn't purely based off the price of the ingot because you need to factor in the grips and guards, if used, in a part. And ontop of that the prices aren't as exact as they claim to be. The player card that indicates skill points, activated by pressing "P", shows that the base state of charisma gives you a 10% boost of sale prices for a total of 110% money gained from what you spent on making the part. However, if you look at the board on the left wall, inbetween the doors to your bedroom and the forge, it shows all of the prices customers paid for the parts and they almost NEVER match what the skill card indicates. Its still random, you can even LOSE money sometimes for no reason, the customers simply don't pay the right amount. I've had a customer pay $56 for a copper great sword, which used 3 copper ingots, a fancy 2 handed grip, and a 2 handed guard for a total of about $40 give or take, and I've also had the same sword sell for only $24.
It may be possible that the prices depend on how fast you give the items to the customers but I know for sure this system is properly coded yet. Which, in my opinion, is perfectly fine for now because it is still very early in development but it does slow down the progress tremendously and leaves money gain to chance.
Check that board for sale prices you get and monitor to see if time is directly related to the price of a weapon or not and let me know, I'll be doing the same. All I know is that I think the charisma state increases the MAX profit rather then the ACTUAL profit, for now.