Ha, i think that would be a bit excessive. A whole additional health system (ES) + damage type to determine penetration etc. Seems unneessary really. Maybe something to think about when i get around to adding elements/race damage types.
There is no skill tree, it felt like an unnecessary complication at this stage. If things pan out and the concepts work OK it's definetely something i would like to add in future.
---------- Post Merged at 07:20 PM ---------- Previous Post was at 02:54 PM ----------
As an update type thing:
I am currently working on giving the crafting/profession system some depth. I should be done with it enough over the weekend to get some screenshots up.
Gathering
- Mining - As expected, hit the mine nodes with a pickaxe to get ore/gems etc.
- Gathering - For herbs/mushrooms etc using the harvesting system. (they spawn in varying types across the maps)
- Fishing - Lots and lots of different types, used for cooking/alchemy (Hoping Far can aid in fixing the current issue, kinda needs spot differentiation)
- Logging - Still a WIP but the basic functions are there, hit trees and get logs!
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These are all recipe based, so you must Buy/find/learn the recipes before you can make each item.
Basic
- Cooking - Obvious, make buff food.
- Alchemy - Make potions/elixirs etc..
- Processing - processing raw materials - ores/logs etc.
Choice (Primary) - Considering only allowing one of these to aid in some form of economy development
- Blacksmithing - Ore basedrecipes, heavy armours / weapons etc
- Tailoring - Cloth and leather based recipes Primerilythe 'caster' type gear
- Jewelcrafting - Jewelery (Rings, amulets, stones etc)
Lots of additional ideas to add new professions etc but this is the basic system I'm aiming to have in place to start.
Hopefully it should end up being a bit more entertaining and involving than simply opening the vendor and buying a few impact drugs each trip to town
Progression wise, the actual crafting is done through utilization of the varying trader guilds facilities.
(this will make more sense in-game)
After player housing (yes player housing~) is unlocked you have your own 'house' to place/access a plethora of crafting/information tools. (Player housing is time based so you can not just afk in it)
Hope that tides you over for a few more days.
---------- Post Merged on 16-03-2018 at 01:41 AM ---------- Previous Post was on 15-03-2018 at 07:20 PM ----------
Edit: A few screenshots for the herbing/alchemy setup.
Alchemy tools (requires building) can be placed in your player housing.
Recipes are obtained numerous ways. Vendor, drops, quests, reputation etc...
Only about 40 recipes atm, but thats plenty to get started.
They are not the best looking skins admittedly but once on the maps, and blended into the scenery they look fine. Also show on the mini-map. Just need to harvest them (Alt + LMB)
The actual crafting is pretty much how you would expect.
Basic vendor item vial to sustain a standard cost (incremental) + ingredients.