Making a procedural crafting system

preview_player
Показать описание
A crafting system should be more than clicking through menus and memorizing patterns.
The player should be given creative freedom and room for optimization to encourage trying different things.

The entire crafting system was surprisingly easy to make.

Cubyz is an open source voxel sandbox game.

Cubyz will be updated every couple months.

Chapters:
0:00 Intro
0:20 What makes an interesting crafting system?
1:02 The idea
1:48 Making the outline
3:33 Coloring the tool
4:24 Shading
5:46 Tool Properties
6:48 Abusing the system
7:35 The End

Music:
Dispersion Relation by Kevin MacLeod
Glee Club Polka by Kevin MacLeod
Unity by Kevin MacLeod

#devlog #gamedev #voxel
Рекомендации по теме
Комментарии
Автор

The way you portrayed the iterative process of working on your system is really fun to watch and go along on the ride!

joleif
Автор

don't give up on this project! it looks great so far!

mymon
Автор

this is super cool man, love the crafting system. your series deserves way more views

alabasterwanted
Автор

I love this system it allows for a lot more creativity

iambadatcomingupwithcomeba
Автор

Ive always wanted a crafting system like this!

epicantonio
Автор

The algorithm is shining some luck on you bro!

DJUCCS
Автор

Amazing system!

I think you can calculate a length of handle and use it in your efficiency calculations. I mean bigger handle makes a bigger arc when you try to swing a pickaxe or bigger lever when you digging with shovel

mityankin
Автор

This crafting system has existed in my head for 5 years now. Great to see someone make a real version.

connordarvall
Автор

I was about to write acomment saying something like "wow! this looks great, can't wait for it to be out!" and then realized that this is a *2 year old* video. Either way, good work!

bitbunnie
Автор

Alternative to my previous comment is a new idea. Takes inspiration from the ORIGINAL cube world that is no linger available because of terrible people harassing Wollay. That aside here is the idea:

Modification. A 2nd step in the tools look/pixelation. Placing a tool in a dedicated slot to see it transparent behind the crafting grid, with a live output of how your decorations change the look of the tool. That's it. Make a tool of substance, and additionally invest in it's glamour. I believe the problem with your current idea is that it is tryung to fuse both in a very limited context.

e.c
Автор

I'm not a coder, but I've been thinking about a system like this one for a very long time. For the tool stats, I'd avoid the pixel thing, if I'm understanding it correctly, and focus on the items you're using in the recipe. A stick would do 1 damage at 5 efficiency, and has 2 durability. A tool with 8 sticks would have 8 damage, 40 efficiency, and 16 durability. Obviously, this can be tweaked for simplicity.

As for the visuals, what I would do is use the actual item's icons, just like they would look in the crafting grid, then blur them into each other for a single, simple icon. You'd still have to, as you've said, assume the bottom pixels are the handle in the animation.

lukusblack
Автор

Small thing, but it would be nice if items like sticks could automatically rotate when you place them in a line in the grid, it'd be so much satisfying for when you want to make a backwards diagonal or an orthogonal line

amaryllis
Автор

“16 is divisible by 5”
find a yellow bus one day, and just get on it.

geeteevee
Автор

The shovel?(2) bothers me… I think you could move pixels A2 and A4 to C2 and C4 and it would be more shovel-like, since shovels usually end in a point. (Depending on the type of shove I guess, lol. Sand shovels are flat, but for braking ground, pointy ones are far superior)

ghost_ship_supreme
Автор

im a little late, but i think you should be able to edit your current tool

DJTRM
Автор

What's the background song at the start?

DankePrime
Автор

Tip for non artistic programmers: make your UI half decent

BusinessWolf
visit shbcf.ru