Can Flare crafting be upgraded and many different N.P.C.s with different skill sets and with ~'risky recipes'? Does anyone around here have any ideas on how to improve / expand the crafting system to support hundred of recipes with ~thousands of possible ingredient combinations? I am hoping to make Flare able to compete / be on par with crafting expectations of other grand scale R.P.G.s while not being too unrealistic to implement.
I got thinking in this comment for a similar vein of thought for how to improve the Flare crafting system: https://github.com/flareteam/flare-game/discussions/857#discussioncommen... + https://github.com/flareteam/flare-game/discussions/859
Questions:
1.) Can a list of available recipes for the specific crafting N.P.C. be within the same window as the crafting grid; a scroll-able N.P.C. available recipe list on the left-most side?
2.) Can the crafting ingredients grid area be embiggened into something like a ~7x7 grid on the right-most side; up from the 4 square area?
3.) Can an ~infinite scroll-able ingredients list in the middle of menu be made to work to vastly increase the crafting menu depth?
4.) Can X amount of Currency (I use Copper) work as a crafting ingredient along side ~regular trade-skill materials / ingredients?
5.) Can there be different standardized sets of possible crafting recipe ~lists offered by different NPCs; e.g. a blacksmith, tailor, carver etc.?
6.) Can the crafting recipe output / reward also be a loot table / list system where there are arbitrary chances at different items on the loot list; to facilitate 'risky' recipes that act almost like Diablo II gambling where a chance system is used as a currency sink?*
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*Also this 'risky recipe' system gives nigh-infinite replayability/versatility of enjoying content where every trade-skill relevant item can be potentially used to 'gamble' / craft upwards. Almost like in Path of Exile and Diablo II where items can be upgraded via crafting but at a ~large/great costs / lots of re-rolling from 'base' items.
Update: "Should be doable with the above described method of using multiple books. A button per recipe could be used to quickly craft things without having to place individual ingredients." @dorkster via https://github.com/flareteam/flare-game/discussions/859#discussioncommen...
This approach seems more reasonable in achieving a deep yet simple crafting system in Flare via using a "button per recipe could be used to quickly craft things without having to place individual ingredients". This 'craft recipe button' from 'books' approach looks like it can make everything less needlessly complex while also being more efficient to add / develop more / unique crafting recipes. The 'recipe list page' could also just act as a crafting page without grid squares and other complicated additions.
I am not sure if the button can be greyed out (like the skill / talent tree buttons) if the player does not have enough ingredients to craft the item. Although if the 'craft recipe button' could be greyed out (if the player lacks the required materials for said crafting recipe) that would be ideal; but if not it is not a game breaker. Even with just a simple message and or prompt informing that the player does not have enough materials to craft said recipe would be a success.
How can this system of using a "button per recipe could be used to quickly craft things without having to place individual ingredients" be set up successfully in Flare? Even just a template of two recipes / pages / crafting recipe 'book' feature demo or something to point myself in the right direction would be very helpful. I am just hoping to get the players able to collect ingredients and craft items from their adventures and I think this could be successful. Although I just have to figure out how to make it work now XD.
Successful Crafting Approach: (It works now!) Via: https://github.com/flareteam/flare-engine/issues/1796#issuecomment-97980...
# Craft Dagger Test
[button]
button_pos=248,280
text=Forge Copper Off-Hand Dagger.
requires_currency=100
requires_item=3097:3
script=scripts/AGABAL/Crafting/Blacksmithing/Crafting_Test_Copper_Off-Hand_Dagger.txt
[event]
remove_currency=100
remove_item=3097:3
reward_item=3071