Our new Space Biome update has been released! Please leave us a nice review in the App Store if you have the time, thank you!
Extended crafting / science system - discuss!
We've always intended to allow *some* kind of system for crafting items that are currently uncraftable (accessories, world machines, etc.), but it's always been on the backburner. But as I look at the game and think about what could help balance out the rough edges, this keeps coming back to me. It could allow more things to be craftable (and have fewer things be crown-store only), as well as add uses for more items in the game (especially steam-powered machines).
For a while I thought about making a completely different crafting system, but Deepworld already has so many mechanics, it feels like anything new should be additive to what already exists.
So, I have a broad strategy that I think will work well and also make crafting a little more interesting/involved. Basically:1. Some crafting recipes could require one or more steam machines to be connected and working in the immediate vicinity
Why is this fun? It would require players to build custom "workshops" for the crafting of specific types of items, which would be more interesting than being able to craft anything at any time. And we could add a "space" requirement for the machines so you can't just jam a hundred of every type of machine in one room and craft everything there
- Craft brain wine with four functional wine presses nearby
- Craft Diamond Mining Gloves with two functional engines and forges nearby2. Some crafting recipes could require a blueprint in the immediate vicinity
This is similar to #1
, but it would necessitate players looting/trading for blueprints for valuable items. It's another way to increase the interest of a workshop (also, very rare blueprints might lead to certain players making permanent workshops for people to come craft at, which would be fun).3. Some crafting recipes could have success/failure rates and/or adverse effects
This could be a fun excuse for the long-awaited "science" skill. Basically, if you have a low science skill and you're crafting intricate science-y things, you'll be more likely to accidentally cause an electrical storm or spawn a bunch of brains.