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Hey everyone. Jumping straight in with an update on the new and improved crafting system this time around if thats okay with yall.
As weve talked about in previous Thursdoids, a large part of the crafting overhaul revolves around creating a unified, powerful and expansive system for machines, crafting stations and appliances. This covers all the different things you find around the world, and those crafted by yourself and your friends.
A primary piece of this puzzle has been in the creation of dev systems and methodology that allow for the hugely swifter implementation of far more varied/interesting crafting and devices which in turn is a big thing for modders, and for the nu-medieval post apocalyptic society gameplay we will now cater for.
This has also been built, however, with a framework that will allow for a wide variety of other gameplay aspects some of which will be a part of the initial 42 release, while others will be drip-fed into future 42 builds, and more still in the mainline builds beyond that. (The underlying systems will be available for modders from the word go, however.)
One of the advantages that the crafting revamp brings with it is the opportunity to provide engineering and electronics gameplay with a ton more depth. This system revolves around the concept of components.
An example of this would be a power input component, which provides electrical power to a machine from an external wire. Another would be a crafting component, which would undertake a crafting recipe that can make use of any liquid or item within a machines resource component, that can store items, liquid or power. Importantly, every component also has an associated UI thats been designed for player interaction.
This will mean as our library (and the communitys library) of components grows, we can quickly put them together to create all sorts of in-game machines and appliances. Its also relatively easy to slap a UI skin on to each component (perhaps something already existing from the game, perhaps something new) to make them appear in the most appropriate way.
Components will also be moddable, so modders will be able to add new components that could then be used as parts of a machines in-game functionality and UI.
The end goal is to open this up to the player in-game, having these components as items obtainable through disassembly.
A burglar alarm for example will be comprised of a speaker component, as well as a battery input component and a motion sensor component. A player could feasibly go around collecting the components, removing the motion sensors and installing them around their base, wiring each of them up to lights to act as an early warning system.
Meanwhile the speaker component of the burglar alarm could be similarly wired up to a switch to allow people in the base to create a distraction sound to lure zombies away or into a trap.
These are just two potential gameplay moments plucked from the air, but good examples of a believable utility of scavenging components from real world items.
Putting aside all the new professions and skills coming to B42, this will finally provide engineering and electronic skills with a lot of cool utility and make anyone with these skills a valuable asset to any survivor group.
This system will also be the bedrock for the crafting tree, providing functionality for the various profession workbenches, crafting stations and more primitive machines. For example, for the more medieval constructions, one form of power input available is rotational energy, allowing for mills and other contraptions to power machines and stations.
Ultimately our hope would be any machine or appliance on the map would simply be a combination of these components. Someone skilled enough would be able to remove them and put them together in any way they made sense: each component will have simple item, power, liquid or logic inputs and outputs.
Taking it a step further, it would also give us the option of making functional machines within the various industrial areas of the map providing functional machines that could feasibly be utilized (perhaps even looted and taken back to base) and potentially making factory locations extremely high value targets for looting.
This will also, ultimately, add far more interesting gameplay to base construction and generator usage. We would have pipes and wires to facilitate the wiring and plumbing of machines and home systems together rather than fudging water collector positions to make operable sinks, or just placing a generator next to a building and instantly powering it.
How far could this be pushed?
Well, in testing the systems flexibility, Turbo grabbed some existing sprites from around the map to make sure the system was working okay for both our needs, and those of the modding community.
PLEASE NOTE THAT THIS VIDEO IS FROM A DEVELOPMENT TESTBED.
Theres no guarantee any of this will make it into B42, and likewise they are all built from random tiles that Turbs has nicked from our industrial sprite collection. This is all a part of testing the speed and simplicity of creating new machines and from that underline how powerful the new system is.
Everything seen in this vid was put together with minimal specific code and largely relied on existing components put together within the machines in the PZ script files along with new items and recipes.
[previewyoutube=RA6gewj2PDU;full][/previewyoutube]
Weve got enough on our plate, so we likely wont have a full suite of replaced existing machines and appliances by the time 42 unstable rolls around but we believe that these new foundations for PZs crafting system will provide great opportunities both for our existing gameplay, and the gameplay we have planned for the years ahead.
This has certainly been the part of 42 thats taken the longest to come together (not helped by dev illness and hospitalization in early development stages) but its also the stuff that we absolutely needed to nail to provide the huge boost in player and community creativity that we know it can provide. Were at that point now, we feel, and look forward to showing off more applications in the near future.
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