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Suggestion Box Sticky

A topic by Dasius created Jan 19, 2017 Views: 78,020 Replies: 1,111
Viewing posts 504 to 523 of 635 · Next page · Previous page · First page · Last page

Some more ideas (Yes I'm full of ideas):

(Just so you know, I will talk about my ideas as if they are already in the game. Also, if you do plan on adding any of my ideas, feel free to change them however you want)

  • Machines: There are a few different machines you can buy. There is a new store down the left path that sells machines, which allow you to make your blacksmith life easier. The machines are only obtainable at this shop, and cost a fortune (In the range of 10,000 coins to 50,000 coins). When you buy a machine, it will go into a box which will shrink to about the size of an ingot. It will then open another slot  in your inventory and be put there. When you want to place it, select the item with the number keys, and there will be green models of that machine in certain spots on your property. It will also show red models of other machines, all transparent, in their respective places. All of the green ones will also be almost transparent, while the one nearest to you will be solid green. The one that is solid green is the one that the machine will be placed at when you left click. You can change where  it is placed by moving to different green models. When you left click with the place you want it to be built in solid green, it will show an animation of the box appearing there, enlarging again, and unfolding itself so it is flat. The player will wonder why the machine is upside down, but then the machine flips over, unfolded box on top, and then the box flies up into the air in a ragdoll sort of way.  The different machines are the Storage, Auto Anvil, and Item Transporter. 
    • The Storage can only be placed on the back wall next to the crafting bench. It is, essentially, a storage, but it is special. It has an intake funnel, where you drop in items that you want to be stored in there (Only tool heads, grips, and guards). They will show up on a grid on a screen under the main storage system. To take out an item, click on the item you want to take out, press + or - to change how many, an press enter. The items will be dropped onto the crafting bench, allowing you to craft items quickly.
    • The Auto Anvil is an anvil, not replacing the normal one, that can be placed at (REDACTED). It forges items for you. It has a queue of up to 5 items in its memory. When you give it one or more tool heads to make using the selection menu, it will ask for the types and amounts of ingots necessary to create the tool heads. You just put them into the input funnel, and the Auto Anvil will heat them up itself. The Auto Anvil also NEVER GETS ONES on the quality minigame and adds a 5% bonus to all types of quality. When the tool head has been forged, it is dropped into a tub of oil and put onto a table. It takes twice as long to make the heads, but that is a small price to pay for auto forging and higher quality.
    • The Item Transporter, through the wonders of TECHNALUGY, makes it possible to WIRELESSLY TRANSPORT ITEMS! At the moment, the Item transporter can only be placed above the Auto Anvil's output table and above the Storage's item funnel. When bought, you get two Transport Hub Item Node Gauntlets (T.H.I.N.G.s). When placed above the Auto Anvil output table, the vacuum end will be placed, which sucks up tool heads, grips, and guards. When placed above the Storage's funnel, the Spitting end will be placed, which spits the items into the funnel.
  • My name on the credits list.

 

Developer

Hey MasonatorRoblox,

I actually really like this idea. I'll put it in my list of suggestions on Trello.

Thanx!

I'm sure you could find this on your own but just it case it slips by I'll just cheekily slide this link in here.

https://trello.com/c/fJRrbPur/166-suggestion-23-masonatorroblox


I too didn't know the Trello was quite so much the "Hub" of .... Progress?... Roadmap? - Just thought at the time (a while back) that it was something akin to Discord/Teamspeak/Ventrillo (Mostly though it was some new Vent- I mean 'Trillo" "Trello")

You are SO LUCKY that Jacksepticeye played your game!

Wait... that was six months ago... never mind.

(2 edits)
  • Be able to middle click on an item to carry it and NOT have it collide with objects. This would be useful when you are making a polearm and you have a lamp on your crafting bench. You could middle click and the item, when jolting forward, won't give your lamp the idea to blast off out your door in search of the 5th dimension. Instead, the polearm would pass through the lamp.
  • Kind of going with the last one, if you put the polearm inside another item, which would be made possible by no item collision, the two will probably spazz out and do all sorts of things you didn't think a polearm and a box could do together. But if you add a code where when an item is stuck inside of a wall or other item, then it will teleport itself repeatedly to one side until it is not colliding with the wall or item. I don't know how you would make it so it could tell whether or not the two are inside each other or not. If you do this, you miiiiight just want to move the incinerator away from the workbench.
Put linguase portuguese


It would be nice to be able to smelt tool/weapon heads back into ingots! It would save people who haven't made a pick but used up the last of their ingots and money on building the wrong weapons. Also, we wouldn't need the incinerator if re-smelting were an option!

Well... you would need the incinerator for the large amounts of blueprint sheets... 

a few ideas for the horse cart/ mining

-instead of guiding it, click the horse to go from house to mines     

-make the door on the back of the cart open up

-make it where you can equip a lantern in the 4th slot to see

on the furnace, you should make the number of ores inside it.

also, are you adding something with the rock percentage, or did i miss something?

MacOs version please

https://itch.io/t/61321/mac-and-linux

Put the Portuguese language because I want to play the game a lot !!


Please don't keep saying that...

Apart from that.

Afaik there only a few... or perhaps. Simply only Dasius. Working on this game.

If you want it in Portuguese, The only way its likely going to happen is if you or someone else who Speaks English and Portuguese semi-fluently - pitches in a fan-translation.

Pretty much the same story as it is with Mac, and any other language. - They don't have it, and likely won't have it for quite some unknown amount of time. Unless Someone else contributes "it"...

If you want, you could use Google Translate to translate the in-game text yourself and then make some changes so that it would be gramatically correct in Portuguese. When you think you have it done you can send the individual dialogs to Dasius and tell him that you made a Portuguese translation. Make sure you associate the original with the translation so that he knows where to put what.

Or, I could use Google Translate to translate it and then I could send it to you to touch it up and make it grammatically correct according to Portuguese grammar laws.

(1 edit) (+1)

I have some ideas to sum up : 

first, transporting ingots from the foundry to the "BBQ" make the process a bit slowy to me, would it be a good idea to add like a conveyor type stuff that would convey ingots from the foundry directly on the BBQ, it could also be built using some materials, it is up to you to decide :) do you think it would kinda ruin this part of the game spirit ?

secondly : would it be possible to add a menu which would inform the customer of the type of metal you treat by ticking or unticking options referring to each metal : for example if you don't want to work with copper, you untick the copper option so that customers will not ask for coppered stuff anymore, it would be useful when customers start asking another metal and not the one you were currently working with so you can sell your first metal wares, then you would not have to incenerate the wares or be overstocked of it
Currently, my customers just started asking for tined wares and I do not know if they are going to ask for coppered ones again, hence my question.

English is not my mother tongue, so I hope I made myself clear, do not hesitate to ask if I have not been accurate enough. Still, keep the good work ;) !

(+1)

I could definitely get behind second idea, if it hasn't already been changed, which it very well might have been, since that was...rather largely... mentioned... "mechanic" (*cough bug  ("feature")(I dunno really) cough cough*)

I dislike dealing with copper at titanium, and yes, while it becomes less and less requested because there's more choice in customer request, Copper is still requested up to just before Titanium, at least... I didn't see Titanium much before I.... decided... That a fresh save was required...Haven't played hard enough since to be back at titanium again yet.


As for Conveyor. - I know there's ideas suggested/taken into consideration for speed and efficiency of the two units, among other things.. Maybe to "logic" and "theme" something "better" (Conveyor-ish) It can just be an upgrade which "Magically" stores and draws the ingots from one to the other.

One's stats could maybe determine the availability of the upgrade (it'd still cost money but perhaps wouldn't unlock till level 10 and/or whatever stats) and/or the number of times per day one could use the mechanic before being forced to have to do it by hand - Perhaps 1 absolute last time could be drawn after the fact but it'd force the player into fatigue and prevent further usage of the mechanic - as well, if its the end of the day normally and you're fatigued, it'd result in the same - the inability to use it.

Perhaps additional to that; Since Storage options have been 'discussed' as well - Perhaps a special crate could be sold or come with the upgrade as well. It'd consume one of those uses every time ore was placed into it (consume the ore like the "turned on" smelter would (when it's already hot/progress (instantly consumes new ore, instead of "melting' them into nothingness)))

Of course the purpose of the 'special' crate would be to act as a trigger for using "the skill" to transport ore from the mine quickly into the smelter, So that one could remain in the mine for a longer period of time actively mining - since no matter how good a haul or not you get, you're simply incapable of carrying more than one jammed full and over crate at a time, even if you have additional crates to swap off with, it still requires carrying each back out before it's "too late" (fatigue16h/24h)

_______
Alternatively. the Shining crystal nodes that reside in the mine - could be changed so they could "fuel magic" and be mined/procured and required for the function to work (or perhaps both methods could be used, "free" uses based on stats/level and "fuel" uses based on stock of (fuel item for magic) )


Apart from that: "conveyor" sounds .. or at least brings to mind, things that would be outside of the "theme" shown so far...

But that hasn't stop other games from utilizing "technological wonders" far exceeding the theme/era/etc (Dwemer machinations in elder scrolls, for example.)

So who knows.

_____

However back to the point of Copper. While i dislike it too, and feel there should be a hard player-controlled way to negate it...

Part of me does appreciate it's existence... The part that goes "This is a customer either getting what they can afford, or what they can equip"

When I'm level 12 and can use the "4th" weapon of my class or some such thing in pretty much any other rpg game, I desire, at best, buying the "4th" weapon.

I wouldn't want a shop offering me the 1st weapon, just like the shop wouldn't want me to demand the 1st weapon if they didn't sell it.

but at the same time, I wouldn't want a shop offering me weapons 8-12, either, nor one offering 40-50, even if they have a ridiculously good sale that for whatever reason makes a "9th" weapon cost less than a 4th weapon - I can't use it, and I don't have a billion trillion of the currency to go willy nilly spending spree at every deal I see, and then beyond that is ability to equip/use it, which usually by the time I could I'll have found something either rarer and lower tier that is stronger, or better than it in general, perhaps even same tier and rare - or perhaps found literally it, but better stats.


But I'd still like to be the one in control of that. - Unless.

Unless there was a feature added which would drastically change smith/store operation.

a sort've "stock" vs "showcase" - If you've seen Recettear - there's a... sort've... similar thing there.

What most customers see is what is showcase, but if they're looking for "something" in particular, they can come and ask "you" to see if you have "something" or similar in "stock" (inventory) Even though its not on showcase in the limit space you have to "display" items.

There way I could something of that scale easily working for MLB - is eventually getting the option to "Upgrade" the store to contain a "specific" stock storage. - like Copper "stock"

I wouldn't say "require" it to be "fully assembled items" though maybe it should, you /can/ still build them in off-hours, but for the purpose of this post, I'm going to say "not required"

Basically. It'd be an.. additionally and crate/chest (similar appearance as the customer scroll and coin chest)

And you'd be able to drop ingots (not ore), and finished tool parts - and fully assembled items matching the metal type (to "discount" the price to "assemble for stock")

That'd be the function of the crate/chest.

The function of the scroll would be to

  • a) to display how much of the specific metal type you had stored in the scroll (ingots, Part heads, actual items)
    • Example: (metal) Copper
      • .........................Ingots on hand: 32
        • .................Small Blades on hand: 3
          • ........Normal Blade: 4
            • Large Blade: 1
            • Large 2h axehead: 2
            • Pickaxe head: 1
            • Small hammer: 0
            • Large hammer: 0
            • Small axehead: 2
            • Dagger: 4
            • Sword: 10
            • Greatsword: 0
              • etc
  • B) "Stock" Assembled copper items
    • Example - Tab 2 (similar to Ingots/Grips/guards tab in delivery scroll)
      • Display Cost: (Metal)  (In this case, copper, so "10")
      • Buttons for each possible item ("standard" - I.e "Spear/polearm variant 1" is a small blade and grip (lowest quality) But you can /make/ a "polearm" with the best grip, a 2h guard, and a large blade and sell it for more (because it takes price of parts and marks it up by 10+x%
      • Pressing a button will "Buy" an assembled item without markup ( cost of parts)
        • Minus parts on hand.
          • So since there's 32 copper ingots stored in the scroll, even though there's no Large hammer heads nor greathammers stored in it, It'll only cost 1-3coins (wood 2h common) to make, automatically/instantly, a Greathammer (stored and not removable in/from scroll - Any item that goes into scroll is "gone" forever - Much like Incinerator or smelter+ore)

That way displayed items can be the Epic magical +45015 enhance murdersword of galactic doom and "Authentic" +9001 "Over 9000 backstab knife" (Collector's edition, rainbow BlackSmith-New skin)

And the customer can still get their fill of low tier requests, and the player doesn't have to get frustrated over either having to have copper/make it, basically wasting their time or reputation (suggested feature, turning a customer away can happen, but would result in bad publicity/loss of rep)

I'm unsure whether I'd say "allow grip parts/guard parts" to be stored separately in it because its been talked about as well for grips to see massive changes too - making grips (wood) yourself as well as the possibility of future grips being "upgrades" (metal)

Obviously.

a lot of things would be "worse" with the "stock" scroll

Tool heads would "have" to lose their enhances, or rather, They wouldn't lose them, but simply wouldn't benefit from them - The scroll would just treat them as the part they are and nothing more.

Fully Assembled items would likely only sell for the basic grip/guard+ toolhead price, even if it had a better grip going in - again, for simplicity/code-ease/optimization.

But you could at least have -124591-580815089 on hand - I mean. once you get to iron/steel prices, you could probably get 100 of every item in copper - not that currently you'd want to cause it'd suck making them for like a month in game... but you could. - That'd be what I'd think is a good way of going about it...

However, another "worse" would probably be I'd say that "Church/King" requests wouldn't be fillable with it.

You'd have to fulfill those orders by hand, IMO. Neither of them would want your dime a billion crapstick, even if they still requested for crapsticks, and even if you still make literally the exact same thing stored in stock,

Oh

And Customers would "Query" "Stocks" for their requested item - So If you don't have the stock or don't have it in stock in the stock, and don't have it on display, They'll still stand there at your counter preventing other customers from coming in for the full duration of their "order time" (Unless you manually send them off) (fail or manual send off would still result in whatever future decided drawbacks (loss of rep))

And of course since there's also suggested talk for hired help or sorts and/or theft...

I would assume one can hire a "counter" clerk who'd ensure full sale prices while the blacksmith is out of the shop map-cell

The stock would still sell an item regardless of clerk or smith presence, but might have a chance of like 1-5% at being reduced price by 1-5% (reverse of chance (-5% = 1% chance) ) (and maybe a 0.1 to 0.01% chance of notifying you of "item stolen from stock/display" (100% loss)

I'm pretty much just rambling off onto different ideas at this point....

So I'll end it here.

(+1)

There should be a button next to the 'decline order' button when a customer buys things that makes the customer come later to pick up the weapon they requested. There should also be a scroll on the wall that tells you what weapons have been requested and how much longer until the person who wants them will pick them up. There should be a box outside the front door where you put items to be picked up. This would get rid of the oh-you-want-this-weapon-so-I-will-make-it-almost-done-yes-I-finally-finished-it-darn-it-they-left-already dilemma. Also, it would give you time to add any perks to the weapon.

(+1)

Also, you could add a check box that toggles whether or not the customer comes back to pick it up if they run out of time.

Hey I absolutely love this game but the most game breaking bug is that when i load the game I cannot open the shop doors. Furthermore I would love to be able to make armour not just weapons/tools. Also the wagon is glitchy af.

Developer

Hey Drak155,

Glad you are enjoying the game. 

I am aware of the issues and are working toward the suggestions you mentioned.

Thank you :)

VR?

Developer

Hey TiedStatistic,

Probably not! Time will tell.

(+1)

In regards to mining i think because of the mandatory tool equivalency setup you have you should make it so that even if a resource isnt mined it resets after say i dont know 3 days instead of the normal respawn rate of one day, solves the issue of running out of minable veins but doesnt allow you to just wait it out everyday till you get the ore you want for the earlier players cause I believe I got 3 days of mining or 3 mining trips with 2-3 nodes before being locked out of the ability to mine ore by it all becoming tin and iron

Developer

Hey Whitecoat,

Appreciate the suggestions. I will take it into consideration.

until a change is made though - You can save and reload  - when you reload the nodes are all repopulated from scratch, if I recall correctly.

Just keep in mind that reloading should be kept to a day to day basis - If you randomly save mid-day and reload - your exhaustion time also resets., meaning you won't get tired at the same point of time as normal - which could impact operating hours of the shop - forcing you to be awake when no customer come, and be asleep at customer prime-time

Recent development i am currently at say twelve and for some reason every single customer i get has a less than 30 second time limit on thier order and it becomes next to impossible without perfect movements to get them the item before the walk away, currently have a two handed axe and 2 greatswords plus a one hand hammer that all consecutively failed and only one customer said they were in a rush usually getting them thier item with about 2 secondsish left but not getting it far enough across the counter before they leave, is this difficulty spike intended or is this a bug

at day 12 and its that short???!

Man I've never had that happen. I'd recommend restarting though if that's the case.

No. The difficulty spike wasn't intended but that is the way it is currently. I imagine the difference in times is both intended for earlier days and difficulty modes, but the sensitivity isn't set right, or something like that.

like I said, I've never seen such short times nor before at least a couple weeks in and it does seem like two weeks or so is usually when it starts decreasing more rapidly, but I've been outwards of like.. 80days and more and not seen 30... or maybe I just didn't pay attention.... hmm...


Anyway. I recommend setting up shop before opening if you're planning to continue in that state - make Tool heads and set them near the counter, and keep handles near the workbench - Keep them on the shelf below, floor below, the three cubbies on the backboard of the bench, or the shelf above. This keeps em close but not combinable so you can make sure the right grip is used.

Plus if the grip goes on last, you can continue holding the item, so you don't need to regrab the handle when its combined.

Then you can turn and hand it to them (carefully as to not blast apart your shop in the process)

Additionally. - I'm recommending tool heads and not completed tools because there's a bug (two) which breaks completed tools after reload, and sometimes even just during session. - and if they're built wrong its more of a hassle to clean them up (example: Customer orders a polearm - but you only have a greatsword on hand, completed) -> ( if you had a large blade instead of a greatsword - you could attach the large blade to a polegrip (with or without guard) and make a polearm - and complete the order in a short timeframe) -> (But If you have a greatsword, (and cannot afford to make the polearm any other way) you would have to take the greatsword and disassemble it at the anvil, then reassemble it at the bench which would take a lot more time (or you could just give up, you have a great sword, go away non-greatsword purchase))

and the other bug that having completed items does is if you have multiple Metals of the same type of weapon (Copper Greatsword and Steel Greatsword, for example) and the Customer wants a Iron Greatsword - You have to assemble or forge one, but when you hand it to the customer they won't accept it - because They're locked attempting to accept the Greatsword you had near them to begin - its because of something in the code that does it - and to fix it, you either A) can't have any item completely assembled or b) have to remove the other items from the vicinity that the customer an "detect"

thanks for the input sad to say I'm gonna have to restart and darn I was 50g from tin tools but yeah I'll try again before restart and record it then possibly set aside my save file for you guys if you want to examine why it happened further

let me know if that would be useful cause I love this game and want to see it perfect

(+1)

I just did the recording and im sorry the timer is 39 seconds exact every customer ican send the save file and the video if you would like

Developer(+1)

Hey Whitecoat,

We increased the wait for each customer in the next update.

(1 edit) (+2)

Hello I am a huge fan of this game but I just can't play it because I dont have a computer but all I want to say is that this game has a lot of talent and I think the game should be on consoles because it looks like it could be on console but thats my opinion and keep up the great work!(but if its too much to put on console thats fine I will get a computer later on in my life)

Developer

Het DatDonutDoh,

At the moment, our target audience is for PC. When things are more stable we will be turning our attention to Mac/Linux and in the future, console if the need is there.

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