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I Forge Iron

Orami

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  1. @Steve Yes I can't give a game that teaches something I don't know, but that is the reason I am starting my research into this. Someone who has been doing this kind of work or hobby for a while would have a more in depth understanding than what I can get by simply watching youtube and maybe some better ideas of how to design a system that works better than what I have in mind. I'm not looking at exact numbers as far as make 5 and then your next 5 will be better I personally think that a combination of skills plays a role in how quickly you progress in any trade not just how many things you have made.
  2. Housing will be on the "overworld" as I am calling it and yes there will be decorations. I intend for everything to be player made aside from the most basic things. Likely with plots of land to buy and yes the houses will be player designed/built I really hate prefabs for such things everyone in the same house except hey they are different colors. I somewhat feel the hallways are too wide at times, but that is to be determined once everything is in and running. Also no, making basic items will not skill you up and really all in all a sword is a sword, but if you have someone with a higher overall ability (these number based systems annoy me as well) and I define ability for a smith at least as a combination of strength, constitution, metallurgy, forging, tools you are using, and proper preparations for the job a skilled smith will do a better job than some strong brute with no knowledge(the difference between a high quality item and a low quality item is massive). It will suffice to say that starting out even with the best materials available to you your character will still have trouble figuring out how to craft these materials into the components. I do believe I will spend weeks on the crafting code if not more and then test it and refine it as time goes on. I put about 10 - 12 hours into coding and creating content a day at the moment since I am between contracts, but hey maybe it will be the new game to play.
  3. Yes, what I will call the WoW(World of Warcraft) effect... The difference between what I am working on and lets say every other game out there is that in most games dungeons and the like are all designed. People find ways to make a shortcut here and there and it becomes just farming for endless amounts of time to get your X ore for Y ingots to make Z weapon. I am hoping to change this around a bit because every time you enter a dungeon it is different without going too technical I can say each time you play it is something new(I'm an older gamer and remember the roguelike games moria/angband) these levels are designed in similar ways. I dislike WoW and similar game's crafting systems as they are not in depth in the least. No game out there gives justice to what the actual work is in the real world. I think by adding a little real world information to a game I could possibly teach people the basics of different crafts. I am a woodworker as a hobby and I can say that there are not as many people crafting things as there used to be. Metal working and forging I think is harder than running a wood lathe or a miter saw. These are skilled trades that take years to learn and many more to master if ever. Give people a small taste something fairly simple, but not overly complex give them the ability to make custom alloys for their gear. Some alloys will be too soft for a weapon, but could be better used as a decoration as is with the real world I wouldn't carry a pure gold sword around because pure gold is soft and it would just do a bad job. I am just asking for maybe some thoughts I always thought to myself crafting a sword should not be as simple as to gather up components and then 5 seconds at a anvil magically have a sword appear. I mean lets take actual sword forging for example it takes a lot of work to make a good sword it also takes a lot of skill I want to emulate this in my game. As for your ore problem you mentioned - my plan is to add a few different mines to the game all of which are instanced. So when you go hunting for ores you aren't racing to it against other people since you will likely be teaming up with friends(Who I assume wouldn't steal from you or maybe you need new friends). While instances might sound bad - and there will be some load times I feel like actually going down and clearing out parts of the mines to get ores so you or a smith can make you gear to get further down in the dungeons will give the game more playability than say WoW where you know what is around every corner and raids are just like ballroom dancing. Randomness thinking on your feet - that is something to teach people. I shall link to what I have been working on https://www.youtube.com/watch?v=2LmlOIQgOrc still very early alpha.
  4. I am currently programming a game in which I wish to include metal working. Now if any of you are gamers you know that games make things too simple because lets face it different materials require different methods of handling and treating. Would anyone be able to give me a basic idea of what goes into metal working? Does heating metal too much damage the end product? If so is there a key ratio to follow? I understand part of metalworking is fluxing the metal to remove excess gasses, but not all metals require this especially some alloys. My current system requires the player to find and mine ore then refine the ore into metal. So in short ore(weight is multiplied by purity to give an accurate end result) + flux + fuel = metal (as long as the fuel burns hot enough to melt the given ore). My understanding is that one way to harden metal is to heat it then quickly quench it how do you know what temperature to heat the metal to so it will harden properly? Any other insight or documents are welcomed as I would like the system to be accurate and real world applicable to some degree.
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