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One of the things I'd like to make fairly extensive in Erryn's World is the crafting system. In the books, Peter pulls some ridiculous stunts (weaponised toilet...) that I won't be replicating, but the basic principles are still the same. For each type of crafting, you have a quality rating between 0 and 100 (0 being no skill, and 100 the rank 5 skill at level 20) and as that rating goes up, you can produce a wider variety of items from a wider variety of materials. e.g., to forge something, you first find a smithy and some metal, then bash away.

As per the books, you need appraisal skills to see something's exact quality level, with the description from the 'look' command giving you a rough idea.

I'm just focusing on weapons for now because it's how you get your hands on the weapons you need to learn combat skills during character creation, but hopefully there'll be a wider variety of stuff at some point, even if it has no use but to sell.

There are four craft skills that exist in the current game. Smithing uses the forge command, which requires a smithy. Cooking has the cook command, which requires a kitchen, but also the prepare command, which doesn't. You can prepare a sandwich while walking down the street, but not toast it. There's the sew command for tailoring, which currently requires you be in a specific type of workshop too, although now that I'm writing it I'm finding it hard to justify why... It's not as if they have sewing machines.

Farming is the current odd-one-out, because it doesn't yet have any commands. You can learn it in the tutorial, but it doesn't have a generic command to list what you can 'make' like the others. I haven't quite decided how I want farming to work...

Enchanting and alchemy will be relegated to post-character creation. Masonry and carpentry, I haven't given any thought to yet. Maybe one day (in however many decades when I'm old and retired and have the time) it'll be possible to build Peter-style wonky houses.

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