redram Posted February 20, 2018 Report Share Posted February 20, 2018 So awhile back I asked on Discord if the actual method of crafting leather into items had been decided yet, and Saraty said it had not, so I wanted to make a suggestion in that regard. This suggestion is pursuant to making things as GUI-less as possible. And, it can be applied to other material types as well. Its probably a bit involved code-wise, and I'm not sure how friendly it will be for custom 'recipes', but hopefully it can work out. So: THE PIECES I'll start from the point the player has actual leather. They've done all the scraping and tanning and so forth, now they want to make an item out of it. First you have to establish some basic leather pieces that will be used to construct the items. These pieces will be constructed by taking a piece of 'tanned hide', and shift-clicking it on a surface, selecting the piece they want to make, and using a knife to remove voxels till it's down to what they want. Very much like flint knapping. You start with a rough outline with ragged edges. The player then makes this into what they want. There's only really two recipes though: a piece of leather, or leather straps. To make a piece of leather you simply trim the rough edges to make a square or rectangle. To make straps, you do the same but also remove some lines, leaving maybe 3 or 4 strips. If the game were to have different sizes of hides like tfc there might be options to also make a large piece of leather. THE ASSEMBLY This is where it gets code-complicated. What I'm suggesting is that a player then be able to basically get a 3d model wireframe of what they want to make, and then apply these pieces to the model. The model probably would be a simplified version. Or, if there exists an actual 3d model, it could perhaps even be a wireframe of that model. The player just takes the pieces and right clicks them on the faces they go to. So for instance, the following might be the general steps of a quiver: At left, the blank 'wireframe' (imagine it's a wireframe). First thing the player does is take a piece of leather and right click on the body of the quiver. Depending on how many pieces of leather you want a quiver to take, they might have to do 1 piece per side (for 4 total) or for a simpler recipe, just 1 piece fills all four sides. Result is second picture. After that you take a leather strap, right click it on the 'handle', and it fills in. It could end right there, and pop off a quiver. That'd be really simple for the player. Or, take it to the next level. After applying the shoulder strap, highlighted lines show up at various places on the pattern. These are the stitches. The player now takes their stitching material (flax thread, tendon, cotton twine, etc) and clicks on each stitch, individually filling each one. Similar to clayworking and metal working, each time you apply a piece of twine, it adds so many stitches. So as shown, if each piece of twine were good for 4 stitches, this recipe would require 2 pieces, as there's 8 total stitches shown. The last photo shows the vertical row of stitches complete. They change color as the player applies them. After the last one is filled, the recipe is complete and a quiver item pops off. Note that the item that pops off probably isn't going to look like the in-process model, unless Tyron is even more of a wizard that he already seems. The in-process model would use very generic textures for each material. We're just being generally indicative here. Here is a pair of leather pants: This recipe could be as simple as 1 piece each for each leg, and one for the waist area, for 3 total. You could have each piece of leather do 2 faces, for 6 total (bottom of waist would go along with one of the side pairs). or you could have each individual face take a piece of leather, for 13 total pieces. Stitches here are shown just one corner of four for each leg, but you could do 2, or all corners. The nice thing about this is it provides a lot of leeway in terms of pieces required. BEYOND LEATHER But even better, I think the basic idea can be applied across many materials. Here is steel body armor: The front and back, and shoulders, are all steel plate. You could make the upper and lower parts separate simple steel plates, or you could make the player forge a breastplate, and then apply that item to either of those faces, and it fills them both in. Armor plates are attached with rivets (the red dots - uses a hammer). The side pieces are chain mail. They are attached with leather straps. So now we get into interesting mixed media, where the player is using armor plates, chain maille, and leather straps. Leather armor could even have regular leather portions, and boiled leather portions, if you want to get more 'real' with it. The 'disadvantage' of this system, as I see it, is it'll probably require a pretty custom blank 'canvas' for every single item type, not only in the model, but in which planes are grouped, and where the attachment points are. This may make it a difficult system for modders to add new recipes if their item does not match an existing framework model. They'd have to learn how to make a new model, and program which faces are what and where the attachment points are. But, I'm hoping that maybe they would mostly be able to just use existing patterns for most things. This system also requires the player to interact with individual pixels of the texture, not just voxels which are 2x2x2 pixels. So there's some technical hurdles there maybe, not to mention requiring a more steady hand on the player's part. But, Tyron did such an awesome job with smithing, I thought it worth proposing this system. It seems like people so far have pretty positive reactions to the 'in-world' crafting the game has so far, and I wanted to try and stay with that theme, and thought this might be a good way to do it, rather than just having the player do 2d representations of everything. I think it would be a good system for any items that are basically composed of planes of materials - clothing, armor, quivers, saddles, bags, etc. You could even do something like this with reeds, having the player apply a couple rows of reeds at a time as they build up the basket or hamper. So ya, would love to hear thoughts. Link to comment Share on other sites More sharing options...
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