Hi everyone! 2 weeks ago a shared the progress I had made on the world generation for my apartment game "Apartmental". Today I prepared a rough demonstration of the resource gathering and crafting system I've been working on. It's still in it's infancy and needs lots of polish, but I was blown away by the warm reception my last post received so I figured you lot might like a peek at what some actual gameplay looks like.
I'm not trying to win any awards for originality with the crafting system (instead focusing on a tight gameplay loop and vibes), but there are a few interesting things I'm doing:
- All crafting resources are composed of a material + shape (wood rod, metal sheet, fabric sheet, etc) which can be dismantled into scrap, refined into other shapes, and of course used directly in crafting recipes
- Common items like spears, bandages, and torches will use easily crafted generic shapes. Better more durable items like Sledgehammers and flashlights will a 1 or more unique shapes with high costs (such as the sledgehammer head) to balance how much material is required to make them.
- Objects drop a myriad of different resources according to their godot material. Two chairs with the same mesh but different godot materials could drop different resources. A wood chair vs a metal chair for example.
- Lower floors in the building spawn higher tier furniture, which drops higher tier resources, which can be crafted into higher tier items.
Please let me know what you think! Steam is holding a PvE Survival Crafting fest starting Aug 31st so I'm trying hard to get a demo ready as well as a steam page. I've been working on this game for awhile now so the coincidence and timing of this fest is too funny to pass up!
(And please excuse the bad compression in the video I swear it looks a lot better when playing)