I would reccommend an element for people to ask for a certain style for their weapons down the line like it shows a picture of how they want it exactly.
It be great if we can hire workers like ones that can do the selling of items while we prepare it, and add like a cool thing in which a boss comes and players are killing it that would be awesome to see and give us a way to like upgrade stuff, expand house and all sort of other stuff and allow us to craft axes too
AXES!!!!!!!!!!!
So, I have a semi detailed idea here. You should be able to build axes. there would be 5 types of axes you can make customers.
Hey Dasius,
First of all i really like your game, It's amazing how much work you put in it.
I've updated the game today to the version 0.0.71 and i saw the new wheel where you can choose the type of things you want to craft on the anvil. Everytime you need to press z to choose the type. Maybe it would be easier when you just hold the right mouse button before you can start the process on the anvil, or just have an indicator on it. I'm suggesting it because i've made many times the wrong part and over time it's a little bit frustrating.
Some suggestion:
1- Let the town a little richer! Put more houses, more terrain, more people, other shops. Let us actually feel like in a town. And fix the skie's realism, the night just chance the sky, but the sun stills there like mid day.
2- Put some more complicated request, maybe a client enter, ask for something like 3 greatswords at least of iron, and he comes back in 2 days to get it.
3- Put more diversity on the weapons, put some armor option, add an use to the wood logs! Put secret paterns, unlocked with level, that make the weapons more expensive.
4- Put carpentry too! It would me really great. Maybe you can choose if you to be an carpenter, or an blacksmith, or both!
5- Make harder to get new ingots, make the progression harder! Its too easy, In 1-2 hours you can go copper to Titanium. And make craftable ingots, maybe with a melting cauldron. The prices could something like: 10, 200, 500, 2000, 15000, 100000.
6- Put a Temper System, basically is: the more you heat, and abruply cold a metal, the more resistence it will be, and you can make it more expensive
7- Add more grip and guard Styles, more option, maybe not just buying, but crafting it.
8- I really like the graphics of this game, but I think that the caracters design is too much poor. Make them prettier, and with more context, and with more of them. You can also put a description, and their order can be something like a quest, you recive it, and they tell you why they need it, who they are. And another suggestion, a little more of graphic realism would be great.
9- Employees would be really great
10- Relocation, buying new bigger places.
11- Options of buying new better furnaces, anvils, workin' tables.
12- If you haven't yet assume a medieval thematic, you can allow the creation of a factory!
Okey, now just a note: Sugestions 1 to half 8 and 11 are really important for me. Everything that is not that, are some fantasy kind suggestions, maybe too out of the box. IDK if you are doin' this all alone, but if you are, just focus on the ones that i mentioned.
Hey Dasius,
I Have some ideas for the future
1. Waggons: Their like big customers from the king or like a lord with a private army or just a weapon seller. They come over to your shop from time to time and ask you for a special delivery. Like 10 great hammer 10 one handed swords and 10 pole arms. You can decline it if youre to bussy or running out of money. If you accept the wagon will stand in your yard until the customer comes back. If you throw a weapon in there it will snap in place so it will not glitch somwhere. On the waggon is a list which says 8/10 one handed swords 1/10 polearms....
2. Streets: Im sure its already in your to do list but i just want to mention it.
3. The Tavern: You can go in there in the evening to find some really nice jobs while youre drinking with some other dudes. Like i need a Titanium Great sword with a fire rune it should look like that ..... and then a window pops up and shows you for a short time a picture of the weapon. You have to remember it but it will be also on your to do list on the wall.
4. To do List / Job list: Let's say you have some long term jobs, like the big job for the king and 2 from the tavern. There should be a list (like the last sold weapon list) on the wall somwhere.
5. Trainee: In the midd / Endgame it would be nicer to find a trainee which will do the junk work for you like a customer will come in and want a bronze dagger or you send him with your own waggon to the forrest to chop some wood for you or go to the mine to get iron. It will take some time depending on the material you want. You also need to train him to be a Blacksmith. You have to show him 10 - 30 times ( depends on the difficulty lvl ) how to do a dagger or some other weapons.
6.difficulty lvl: If you choose easy you will get more money from the customers on hard less. The Time from a customer will be shorter or longer the jobs from the king bigger or smaler, the times you have to show your trainee how to do a weapon higher or lower.
When it comes to profit margins and how fast you can make money, it seems like everyone has a different expectation of how fast they should progress. I'd recommend using some kind of difficulty setting that would slow down or speed up the accumulation of money. This way everyone could enjoy the game at their own pace.
As fun as making titanium weapons by day 7 without adding points to charisma is, I feel the profit margins need to be reduced a bit. There should be a sense of progression. I skipped whole tiers of ingots during my "work week", and I wasn't even min/maxxing. I could probably make titanium by day 5 if I tried.
I have a few ideas that would make the whole thing even more fun! Include a grindstone (like skyrim) to make the weapons a higher quality, and they don't necessarily have to cost resources to sharpen, just time. And at some point it would be cool if we could add jewels to the guards on the weapons. The big empty circles look like they could use a nice ruby piece. And maybe enchanting! Like one of the skills you can spend your points on is enchanting (higher level 'casting') and you can buy even stronger better spells! And certain metals might take take to enchantments better. I hope in the coming updates, with all the new weapons, armor is also added! Then you could have an armor stand and display the coolest looking stuff. One last, okay few last things and ill shut up, is it would be nice to be able to deny making weapons for a customer, or have multiple customers at a time. And just give the whole game more of a business shop running feel. With the new town coming up, it would be cool to see carts you could rent out or caravans you could arm/hire to transport goods to foreign lands, and too the kings army or something. Sorry, im done, for now, but i just love where this game could go!
Everything with a metallic texture seems to be reflecting green light. Not sure if it's just things that are silver or what, but the shop is filled with an eerie green glow at night, despite the torches clearly emitting red/orange light. I assume green is the default for static reflections, so if nothing else, changing it to the same color as the torch light would at least make night time less creepy. If that's something you can do.
I think, rather than putting 'heated' or 'cooled' at the front of metal items' names, it would be better to add '(Workable)' or '(Hot)' to the end of its name when it's hot enough to use on the anvil and just not add anything to its name when it's not. Some item names are long enough already, and only looking to get longer as more model variants are added, so I think we should avoid making them longer if it's not necessary.
Here's what I think you should add:
Add random encounters, for example a bandit stealing a weapon or money and also add a combat mechanic so you can chase after them and get what they stole.
Finally, I think you could add a questline to the game so that you always have something to aim for. E.g.
Gaining - gold, completing - requests, making - weapons
Thanks for taking the time to read this and a much bigger thanks if you would even consider adding this to the game.
My idea is : we can buy expansion for the shop , hire assistents( like you click in the assistent and have the option make a large cooper blade and if the shop has the ingots he makes the blade, will be interesting if the assistent organize the thinks to,if a ingot is in the ground he go and put in a place for ingots,another for grips,guards etc...), guards to protect your shop of bandits !
It sounds like a convenience in theory, but it would have to be handled very carefully. Otherwise, you'd struggle with assembly since an accidental click might undo the work you just completed. If the shop were bigger, I'd say there could be another table that is just for disassembly. As it stands, though, the anvil works well for me. And try not to store extra parts on the table. If the only things on the table are the ones you are assembling right now, the glitching isn't an issue.
Wow, wrong place to reply. *facepalm* I am so stupid.
Anyway, as it's the right mouse button you usually work on with assembling your parts (to hold them and stick them together) you're not really that much in danger of making a mistake of hitting your sword (with the left mouse button) and disassembling it mistakenly. So for me, I don't think it'd be that much of a nuisance to have the crafting table as the disassembling table.
Custom Weapons like maybe combining different ores (when mining is released) / ingots to make different new items, be able to sell own designs like being able to come up with unique combinations and then have a chance to sell them, (also PS: love the way your teasing us about the crystals in the new update...specificly the Dark Crystal :3)
Maybe there is a better way to report the bugs. Sometimes i figgure out a new bug and read the same later here in the forum. Maybe it would be easier to make for every version a separate bug thread. Sometime people posting bugs from pervious versions and the bug has allready been fixed in the newer one.
I know this is a blacksmith shop, but I would love to craft some armor too. And of course new weapons, maybe projectiles like javelin, bow/arrows, crossbow etc. The rest of the town looks dull, you can arrange some trade caravans arrival at some specific date like every 10th day a caravan arrives, you sell items and even buy some. More tools would be great, using the same tool for everything looks simple. This game has so much potential, but I'm afraid its a little repetative now. If you can fix the bugs and add more content like these, I will be grateful.
I would love to see this game on steam with achievements! Thank you.
The dev has said there is a lot he'd like to implement and fix before putting it on steam. I imagine it's hard enough for him to keep up with the bug reports and suggestions he's getting from this relatively small community. Putting it on steam would open it up to a huge audience, and he's expressed that the game is not ready for that yet. Expect it eventually, though. It's clear that he's working hard to make this game great.
1) I think that polearm orders should be more specific. For ex; the customer comes in and asks for a blunt polearm.
2) Fancy polearm grip and fancy one/two hand guard.
3) Furnace cost. It can be like a daily bill for ex; at the end of each day, you pay ~10$ for each time you turn on the furnace OR fueling system which would be like you have to keep the furnace fueled with wood, and woods can be ordered from the shop for a price. (Or chopped down from the trees around the shop)
4) Weapon repairing. The customer comes in and gives you his/her broken weapon, and you simply re-create it and give it back. This idea can be improved though, the main purpose is to make customers ask for different tasks.
5) Daily quests. For ex; you have to earn a specific amount of money each day and as a prize, you earn experience or some blueprints to craft some more items.
6) More attributes to spend your skill points on.
These are all coming to my mind right now, thanks for the awesome work!
If you're interested in discussing a version of MLBS for Mac, there's an open thread about it here: Mac and Linux
Thanks!
Hey Dasius.
Already made a post on some bugs that I found, however, here to give some ideas that I had during play.
Something that I thought that would be a nice addition to the game is an oil container, just like the water one, so the blades could be tempered.
Some other things that I think would be nice to have on game are some more specific orders, for example, a customer would come to the shop and ask for a Tin One Hand Sword. This would be nice to see. And of course, if we're working with specific metals, the metals itself could be unlocked by gaining experience instead of just money. By the way, a exp meter would bem nice too.
One last thing. Customers could place an "hard to do order" (for example, a blade with some crests on it, which could be a nice add to the game) and come pick it after some time, or you could just send someone to give them the blade and bring you the money. In fact, there could be something like a story behind it, when your "deliverer" betrays you and rob your money, and open up a shop by himself. Some sales competition would be nice xD
I think that's it by now, dunno if you think there are some good or usable ideas here, but those are some things that I would like to see on the game.
By the way, thanks for that awesome game. As soon as I get my credit card, I will pay for it, I swear xD!
Dasius, The time that customers expect for your product should not change over the course of days, because the day I am in 45 seconds the customers leave, and that is a bit annoying, because I am worried about making the weapons in time and I do not think that's very cool. Please, if you can always keep time in 160 seconds.
I would appreciate it and I would have more time to enjoy this beautiful art. Sorry for the horrible English (I used google translator)
Yeah, I've thought about the timers a bit too. I'm not sure how I feel about decreasing the allotted time with the passing of days. On the one hand, it gives you more grace in the beginning when you're learning how to operate and ramps up the difficulty in the later days when you should have a good grasp on the operation. However, I agree that in the later days it becomes very stressful trying to keep up.
I've been thinking it might be nice to have randomization built in to the timers. Some customers want things done quickly, others are more patient. The first few days could still be programmed to be very forgiving, but the later days' timers could range randomly from 45 seconds up to 120 seconds depending on the customers' moods.
Just a few suggestions, though I am not far into the game yet, so I apologize for any late game things that are already implemented
- Upgrades to shop and equipment
- Ability to hire and train a forge worker
- Ability to gather materials such as the boulders in sand box mode
- Ability to learn blueprints for grips ,guards and weapons
- Lore for the character
- Occasional orders like "The Army requires XAmount one-handed swords in three days" with a cash bonus per weapon and a a bulletin board to keep track of said orders, could possibly be implemented with shop upgrades.
- Variants of weapons, (hammerhead 1/2/3) being preferred by certain NPCs, long haired players might tend to prefer hammer head 2 while NPCs with glasses might prefer hammer head 3, and pay more for their preferred style. Could be a "background" thing that isn't officially acknowledged in the game but is hinted at by NPCs through chat, i.e. NPC who prefers short blade 2 is ok with short blade 1 and hates short blade 3, might say "this is excellent" for 2, "this will do" for 1 and "a little poor, don't you think?" for 3.
- Larger town, with possibly a market in it and a possible occasional fair, where you can stock weapons and sell them at a booth. Would require a calendar as well.
- Re balance of cost/vs reward on ingots
- More styles to guards and grips, more than just white/green tier attachments
- Possibility to hire enchanters to enhance certain sword aspects
- Adding repairs through use of flux or other materials
- Mixing Ingots
- Fame system, giving bigger cash rewards based of quality of weapons, speed and correctly matching variants
- VR support, this game is perfectly styled for it
I think this is an awesome game so far, and needs very few tweaks.
Bit of a bug as well, but more of a suggestion. When you add two parts together (e.g. a guard and a grip or guard and blade), could you make the weapon reset position and lay flat lengthwise on the workbench? This would prevent the weapon from glitching into the table, which made me have to make a new save more than once. :(
first of all this game is awsome and i got a few ideas:
1- it would be cool if you can take your own weapons and go to an little adventure to gain special materials.
2- it would be also cool if you can give your weapons abilitys like poison or thunder
3- fullbody armors, sicles, longswords and mazes
4- able to upgrate your smith
these are just ideas and im not mad if nothing from this is going in the game i love it anyway
Hey
Clicking z for the pop up menu for what you want to craft can be a little confusing when you click what you want to make but there is no change in the menue. It would be so much more helpful if the option you clicked would turn a different colour and the menu closes itself one you have selected an option. That way its more streamlines, less irritating, its its easy to check which option is currently selected if you forget.
It would be nice if customers would come more frequently. Its a bit boring to serve a customer and then have to wait by counter, just staring at the door for another customer to spawn for that odd 45seconds.
It would also be nice if there was a 'regular order' button when purchasing ores and such. If you tend to buy say 15 iron ore and 5grips in bulk all the time, it would be nice to have the option to customise a 'regular order' so you could just click that instead or having to sort through the different menues and click 20 times for the stuff you want.
For part 1 about the Z Menu, check out THESE POSTS for some relevant ideas (as well as a reply from Dasius himself).
For part 2, there's an update planned on the Trello page HERE where you can see that improving the customer interactions is on the to do list.
Part 3 is an interesting idea. It would be great if you could store (and name) a few different recurring orders so that you don't have too keep cycling through all the different menus on the order sheet.
Happy Smithing!
If you can you should add armor smithing into the game. that would be cool with weapons and shields. There could be things like helmets and breastplates, whatever you can. Also maybe having an option to toggle a mode where multiple customers are at the desk and request items and/or instead having some costomers ask for multiple items. ;) This game is amazing so far i love it :)
If you'd like to keep up to date on the current progress and plans, check out the Trello page for MLBS HERE. If you look under the planned updates, you'll see that Update 0.0.9 is planned for having better AI interaction with the player (might include multiple customers at once or customers asking for multiple items), and Update 0.1.1 is title "Weapons Galore" (that one seems self explanatory). Happy Smitihing!
Hi MrBubbles71!
I know exactly how you feel! I've always been an inverted Y gamer, and this game forced me to get used to the other way. I was pretty clumsy for a long time. There have also been requests for being able to customize the controls, so getting an invert Y-axis button will probably come with that update. Check out the Trello page HERE to keep up to date on the game's progress. You'll find "Input Mapping" under the Issues list, but the work on it is currently suspended.
Thanks for the suggestion and Happy Smithing!
I've got some ideas on what to add, please read this.
1. Make the map bigger, add more secrets, and crystals. I for one am the type of person who likes to take the time to look over the whole map.
2. Make it so you can customize and expand you shop for money, I don't really like the lay out (that's just me). But I think this would add another aspect to the game.
3. PLEASE make racks for weapons and shields, that have similar mechanics to the anvil. So items just "click" in place.
4. Make it so the A.I. can take stuff off of those racks and buy them, (if you do this multiple people could come in at once).
5. If my idea #4 happens make it so the number of customers increase every day, like your shop becomes more popular every day.
6. Make charisma gives you more money, i'm at level ten. Selling adelite, and it is only giving me around $12 extra, if you don't increase the amount it gives you normally make it give more when you sell better material.
7. Make items like crates heavier, I've had delivery crates fly across the map. I must say it isn't much fun to get them back.
8. Give the golem a friend, I think he is lonely that's why he is pacing around.
I've got plenty more in my head but I need to get back to my shop, thank you for taking the time to read my suggestions.
Hey Dasius,
It would be great to see a storage area for things we order ahead of time, perhaps make use of the various cubby holes and shelves in the shop. That way when I order 5 one hand grips they are placed somewhere I can access them easily and I don't have to collect all my items off the ground. I am not sure if you intended for your end users to have to do everything that way with the ordering system or not. Just a suggestion ;)
Also I think a sale rack for us to display items we make would be great, what I mean is I like to create things ahead of time and if I have an item that I want to sell to anyone it would be cool if someone could walk up and purchase an item I have on display and place an order as well. Perhaps in the future we will have customization options for engravings and things to make special items we can sell freely on the counter or on the walls of the shop. Maybe if you do this I can decide on days when I stay closed and restock my already made tools and weapons.
One last thing would be implementing a date and time indicator, that way if we want our shop to be closed on say Wednesdays we can do that. Maybe include it on the sign out front, something like operating hours for the shop. Maybe that is not historically accurate I just like the role play feel of it all.
Again, this game is great it is always something I wanted from a video game and I am glad to see that someone talented like yourself is taking the time to make a game, that by the time it's finished is going to be something amazing.
omg i just started playing this game today and i love it but i was thinking you should make some type of multiplayer even if its splitscreen or lan but multiplayer would be amazing specially online multiplayer but either make it like vs like you have to compete against friends to get the most money or maybe co-op you work with friends to get stuff done quicker like one hammers other makes and sells or mmo like you can go out and buy from other players shops and sell those to either npcs or other players if all of that is to hard maybe just an online auction house where people can upload some cool maybe custom named things and others can buy and either keep or sell those to the npcs for more money than if you made it as it would be considered "Rare" but all and all i love it and im gonna be addicted to it for a long time so keep it up :3 <3 ps after thought i would donate but i has no money as im twelve :3
Hi WhiteNoise! If you'd like to add your voice to the Mac request (or check out some players' workarounds) check out this sticky thread: Mac and Linux
Also, you can sign in (or sign up) to the My Little Blacksmith Shop Trello page and vote for a Mac version HERE.
Thanks!
Great game so far.
Suggestion 1 - Storage for parts and finished items. (As suggested before).
Suggestion 2 - That customers may ask weapons based on a budget. Something like "I want a great sword, and I just have a $50". That way you will be forced to use different materials, not just the most expensive you can afford.
Suggestion 3 - An option to turn customers away... "shooo, leave now".
Suggestion 4 - Some customers (a small percentage) may say something different like "Give me a hardy great sword, cuz I need to fight a dragon", "Need some protection, gimme a dagger"
I don't want to go off on you here but it's very easy to say you'd be good at something when you don't know anything about it. A bright and shiny idea takes so much to put down in a game because you have to break it down to literally every single aspect. Every blade and design of that blade needs to be hand crafted; the size and shape, color, any extra bits that look a little different need to aligned and rendered and tweaked. The hit box and physics need to be programmed (if contact with floor = true then pull x and y axis of coordinate X=741, Y=0, Z=18 to floating point of floor coordinate X=float minus X of the blade, Y=.... etc...
But anyways, aside from "Hey, it's easy! You just have to know how to do it!" I'd like to look at your ideas for the game. I'm not affiliated with the developer, just a guy who likes what he's done with the game so far who also has some time on his hands.
1. This is probably a design choice. This is a game about being a blacksmith and running a shop so I could see "go out and kill slimes" being completely off track for what he invisioned for this game. Maybe it's not and he might end up doing something with that but for all of us who like the idea of running a blacksmith shop and making cool weapons might not like the direction of a questing game to go out and slay 15 dragons to get a cool new blueprint.
2. This comes back to how much work is involved with actually making each and every blade, hammer, hilt, guard, etc... I'm sure he's working on something for this already or he has plans to do so. Actually I believe I saw on his Trello page that there are quite a few things that he's currently working on such as shields and more designs.
3. It used to be so much less that you blew through each and every ingot in just a couple in-game days and the game was just done, over, too boring to continue. I'm sure this isn't the final product by any means but it does give new guys something to strive for and is much better than a 15 minute "Okay I made everything, I'm done" kind of experience.
4. These are multiple jumbled ideas crammed in to one selection. It's very hard to take anything from what you even put here other than "Make the game better!". He's working on a lot of these things and others might make for good ideas/suggestions by themselves. The bigger house is going to be worked on at least. Who knows what he's going to end up doing in the long run.
5. I really like this one. I do know that wood working is a possible thing in the future that will be coming up and if you checked out the 0.72 sandbox bode you'd see that mining is already being tested. I do really like the idea of each item being staged in terms of upgrades to make each one easier though. Great idea.
6. This has been brought up a few times and continues to be brought up on the Trello page. There has been talk about having other shops and buying things from those shops in person, hiring a goon to go pick stuff up for you... There's a lot of talk already on that front, hopefully we see something soon on that after most of the bug fixes are completed.
Again, not trying to attack you here... Just the way you came across "I'm amazing at this even though I have absolutely no idea what I'm talking about" just really rubbed me the wrong way... Maybe I'm just in a bad mood and I'm sorry for that. Either way, I suggest maybe checking out the Trello page and seeing what's going on there too. Get an idea for what's being worked on, what's being talked about and refine some of those ideas a little bit. If you have more like your #5 then I'll personally be looking out for your next suggestions, they could be brilliant.
Also on #3, I know that Dasius is working on balancing the pricing system. The problem at hand is that some players want a casual, quick playthrough with minimal stress or effort, so the pricing would have to be very forgiving. But then other players want a challenge, something that will take a longer time and give them a sense of accomplishment. I don't know which update it would be scheduled for, but Dasius is currently toying with the idea of allowing players to select a difficulty level that will change either ingot pricing or profit margins so that all players can tune the game to their own personal preference. Game balancing (for any game, even board games) can be a very long and tedious process with many missteps, so I'm sure he appreciates any feedback that will help fine tune the system. Thanks for listening, and Happy Smithing!
Hello!
I'm loving this game. I have a few, suggestions/questions.
1. What is the AI time limits based on? I feel like sometimes there's just not enough time to build what I need to, even though I have most stuff in stock.
2. I've already seen this somewhere, but I'd like to give it some more love. Make it so you can "snap" weapons to the weapon slots above your door. So that when a customer comes in they can pay and take it immediately. Although, first you'd have to fix the glitch where everything falls apart when you relog. lol
3. I haven't tested this past the tin material yet, but it seemed to me that you don't get an experience boost when you sell items made with better materials. If i'm correct and this is the case, I think that would be a fantastic edition to the game.
Thank you for reading.
With the current parts that you have, there are a lot of combinations that look like perfectly reasonable, or even better weapons compared to the weapons currently in the game. Could you add some of them?
The Titanium tools, from left to right, would be called: Great Hammer, Great Sledgehammer, Pole-Arm (Or Sledgehammer), Hammer, Small Hammer, Dagger, Spear, Short Sword, Long Sword, Lance, Great Lance, Great Sword. (Not sure on Long Sword).
As an extra note, could you have customers be less picky on some occasions, asking for weapons with attributes such as 'light, heavy, big, small, sharp, blunt, long', with multiple weapons fitting each category. For instance, a "sharp, long" weapon would be either of the lances, the spear, or maybe even the great sword.
Would it be possible to have customers come more frequently? I understand that currently you only have a single customer spawned in at a time as it is now, but it would be a much more natural way to increase player challenge by having more customers, compared to decreasing the customers' patience. Having the customers queue up could be difficult to program though, but this would give them a reason to have less patience. The rate at which customers come on a given day could also be determined by how many customers were satisfied the previous day.
Maybe once you can upgrade your store, you could have room for multiple customers at once, which would increase the potential for players to earn money even further while making it an added challenge to satisfy all customers.
Would it be possible to turn a customer into one of the other random npcs after they leave the shop? This would essentially despawn them sooner, without having to bring the exit portal right next to the shop. Getting them to have the same appearance and weapon might be hard, but it avoids the issue nicely.
In any case, it's great to hear that you've got plans for this.
Hey Dasius, love the game so far! i would love to see Sheilds become a thing and also I would love a forth craftable... maybe you can use it to combine and/or create crystals...
Either way, im also looking forward to some new Blade/Hammer Head designs and If Possible, keep the timer for how long they stay at a constant. on about day 13-14, i dont even have enough time to make a dagger!
But i just wanted to give you my feed back, Have a great Development time!!
Hello, Very fun game so far. Suggestion to add stuff:
1. Battle axes
2. Armor (chest plate, grieves, boots, etc.)
3. Set our own prices (too high they won't buy it, and too low you won't make money).
4. Ease up on the later days timers, or fix the bug where if you premake the item the customer bugs out. (I guess make it more of a tycoon type game where you are trying to have the best shop, not the fastest. It becomes more like those 'build a burger or pizza' type games where you race a clock and it loses its enjoyment/low stress playability, at least for me and becomes a tedious grind). Edit: Instead of the time limit being the main point of the game, make a rating system so that after crafting you may have made a 50% quality item, so it will sell for less, when you get better at making the items you will get closer to 100% quality and make more money that way. I hope this was clear, if there is any confusion on what I mean I can go into more detail.
5. Some customization to the house/shop.
6. Some type of signature type or styling for your shop (if they come to your shop they will get sword 2 or 3 variant for example).
7. If there aren't any customers you could sell items to a local market or send items out for delivery instead of the customer having to come in.
These are just a few suggestions. Like I said I am enjoying the game so far and hope to see more. I know creating a game is not easy (quite the opposite actually) and I'm sure this is worked on in the developers free time as a side project. But, I would love to see more and can't wait for the developer to get more support from the community. Please keep up the good work and hopefully a new distribution channel will become available to you so you can have the support needed to continue working on it and even go full time developing it.
If you do like any of my suggestions and choose to implement them I demand royalties! <-----(100% joking)
Hey man, I just downloaded the game, though I haven't had the ability to play it thus far (School, you know?) though I have watched PLENTY of gameplay in anticipation of my play-time. Firstly, I think this game is perfect to itch (Hah) that want-satisfaction itch in all of us with exceedingly satisfying graphics and creation mechanics. My only suggestion (And it's loose based on gameplay I've watched) Is to potentially add another tab extending out in another quarter circle from whatever head you select (With Z I think the button is) For instance if you chose Hammer heads, another tab pops out from that allowing you to select what kind of hammer head you want to craft, rather than having to hit the piece of metal 3 or 4 times to get it where you want it. I'd love to hear your feedback!
- AJ
For discussion of a Mac version (and some workaround options), please check out this thread: Mac and Linux
Note: I FLIPPING LOVE THIS GAME!!!!!! :D
Note2: you dont have to add this stuff, i just thought it would be cool to see what you could come up with.
could you please add the ability to use your weapons and fight people e.g.
the blacksmith knight,
oh and a new element called Embosite, black like titanium but with green techno patterns through it I would love to see somthing like that,
please reply if you see this.
sincerely C.D.
Hey CryoDaggerPlayzOffical
Love your suggestions, unfortunately, I don't intend on implementing combat for the blacksmith. Although, I can't make a promise that i'll implement it but neither will I say it's completely off the table. Rather, I do feel strongly in the blacksmith playing a supportive role. I'll reveal more when the time comes. For now, hopefully you are still enjoying the game.
Thank you for your suggestions!!
Wonderful lovely beautiful game, good work. I would recommend having a deep backstory and different types of items - as well as this I think it would be awesome if you had specific orders for a very specific weapon type. For example: "I would like a copper sword, variant 2 with a fancy one hand grip. I would love to see that. But anyway, love the game! Keep up the good work!
I love the game so far, great job !
So my suggestions are based on a lot of upgrades for the shop like many suggested it already. The upgrades would be listed in the selling/ordering menu under upgrades. [ Ingots Grips Guards Upgrades]
Basicly you get in addition to XP also shop reputation points based on the selling price. Your reputation will unlock shop upgrades and attract more costumers. You might even consider implement modifier on weapons based on your blacksmithing skill. The general modifier names like Basic, Masterful, Legendary would be good. They will modify the selling price of course.
First unlocked upgrades for the shop would be storages. You would be able to upgrade the yard with a ingot stacking storage. They will snap on each other like the ingots do with the anvil. Placing ordered chests with ingots on that area and destroying the chest will even automaticlly stack the ingots. The stacks could look like reallife gold stacks in banks.
Upgrades-> Ingot storage -> Copper Ingot (50)
Tin Ingot (500)
Irong Ingot (5000)
....
each ore type has increased (balanced price)
The next unlocked upgrade would change the upper shelves in the store to snapping shelves for one hand and two hand guards. same with one hand and two hand grips (work with fancy ones too). They will hold 10 of each.
Upgrades -> shelves -> One hand Guard
Two hand Guard
one hand grip
two hand grip
pole arm grip
Next upgrade would be in the yard sword/hammer head storage racks. they can store 5 of each the style does not matter. Of course snap on. dagger, small blade, large blade, small hammerhead, large hammerhead all nicely stored.
The next suggested upgrade would be a hireling/assistant. He or she will cost daily no matter if you even sell something.
if you give him/her a hammerhead/bladehead he/she will start replicating it in style and in ore if you have the ingot storage and the racks for the finished product.
the next upgrade would be the in front counter displays made functional. they will snap on your specific type weapon and hold it. If a costumer comes buy and wants to order an already displayed one he or she will immediatly get it and your bonus time will be just one second.
Later you would be able to upgrade the displays holding 3 and holding 5 of each kind.
--------------------
These were my upgrade the store suggestions that will reduce flying or stuck items and make the store look organized.
other ideas were given you by some people with allowing higher tier of items : altars (f.e.magic weapons)
it can be combined with my idea of upgrading/reputation system
Some other suggestions here:
1. make a ingame handbook snapped in one of the shelves that can be browsed through with mouse wheel, it will contain your level, your reputation if you do implement that, the chance of higher modifier being made if you do implement that, and of course all your sheets and tutorial advisements you find on the walls and the little papers there.
2. maybe make the furnance use up fuel, higher ore need more pricey fuel, fuel may increase modifier chance?
f.e. wood, coal, fire essence, soul fragments
3. maybe get later ingame bulk orders by kings(via mail) 10 small swords please! you have to put them in a special delivered crate. order time is increased of course
4. maybe craft unique and one time items/upgrades for the player - one ingot ->hammer head->blacksmith hammer
the higher tier the hammer the faster/higher chance for better modifier
hope you can see just even one of my suggestion as useful. Keep the good work up!!
You should implement a system where you have to either explore to unlock or upgrade to unlock different styles of weapons.
For example in your new update, there is a secret polearm in the forest with an awesome looking blade. At the beggining of the game you can already make that blade without finding it. You should make it so you have to explore and find it in order to be able to make that type of sword.
A few suggestions.
New Crafting Ideas
That's all I can think of without copying other suggestions I've seen. Love the game by the way. Keep it up. :)
the game for me at least seems to not work so. well I see my mouse and then if I click off screen it will stop working evin in windoed mode and because of this I cannot chang any settings because the apply button is off screen
plz fix this I would love this game a lot more but as of now the game is rendered unplayable for me :(
Dasius, I have multiple suggestions! 1: You should eneable a feature to take parts off of weapons. I hve wated many a tin accidentally throwing it a polearm grip... 2: You should add customizeable weapons, as in, a daily special! You, the player, get to name said special, and offer it up for a price, usually for a profit. 3: You should add Armor as craftable things! This would be so cool! 4: You should add combat, as in, enemies would ransack the village when you are sleeping, and you have to fight them along with warriors, to keep your shop safe! 5: You should add a new town area where you can buy personalization items and shop 'Upgrades' such as furniture, decor, etc, that have an effect on customers. Love your game, and can't wait to see future updates!
Reading on the suggestions of others, I actually do think that a combat system/fighting with your weapons would do hurt the game. Although exploring the area just without fighting does increase the fun factor. Same thing with bows and arrows, this is a blacksmith not a fletcher. Armor on the other hand I do agree.. maybe unlocked as one of the upgrades later ingame (see my other post). I would advise a different anvil for that so you still can use the Z button to change stuff.
The costumers would not order armor, but if a full set is displayed in the shop (snap on armor mannequin display) they will buy it.
That is an image of a full plate armor set, reducing the complexity a bit would be nicer to play as suggested here:
1 Ingot parts:
Visor
Skull
Gauntlet
Sabaton(Boot)
2 Ingot Parts:
Legs (Greave, poleyn,cuisse)
Arms (vambrace, couter, pauldron)
3 Ingot Parts:
Breast plate
Tasset (Skirt of chainmail maybe)
Only the helmet would be a two piece item that snaps together. There should be no left or right variants of legs, gauntlets, boots... even though in reality there are.
A full set of armor would cost 22 Ingots and would have 11 pieces (12 if you count visor + skull). therefore it will be the most expensive "item" so far but also takes a lot of time and energy to create.
Several other suggestions:
1. Crystals:
the fear crystal placed on the counter in a special forged holder/stand will reduce the chance of being robbed cause they fear your shop.
the light crystal placed either in the forge or on the torch above the blacksmithing area will increase the daily energy (a sunny day just makes you feel better doesn't it?)
the blue(maybe water)crystal placed in the water basin will give the modifier Hardened instead of cooled ... increase value a tiny bit.
the red (maybe fire or pressure) crystal placed in or on the anvil will make damascus blades .. increase value but also doubles the time you have to use the hammer
less thieves, more daytime, and hardened damascus copper blade...
(create and hide more crystals with more special powers..f.e. charisma buffs, more time buff, more positive random events instead negative)
2. random events
I do know you have to get the game steady and bugfree first. before even starting with this one here. The thieves at night would be one random event, the big order from a kingdom(previous post of mine) would be another, make several more.
get a delivery with random stuff and a self destructive letter (1-2 days till it vanishes to reduce clutter) "local lord ..... ..... (put names of donators in here for example) contributes to your shop with this little patronage"
finding coin bags in the woods with little to many coins --exploring makes more sense
getting special delivery from your mines (see suggestion 3) with 2-5 ingots more.
breaking material while hammering it. you loose 1-2 ingots there.
3. buying/leasing/renting mines
like many tycoon games you first have to buy your copper or salavage it yourself. later you can hire, rent or even buy such basic material
leasing and buying would have running costs , each morning though you would find a delivery made from that specific mine (copper f.e.)
in the eand leasing would be cheaper than buying the ingots but because the difference is only noticeable with higher amounts you first have to have enough money to lease it. leasing a mine would be the cost of 25 ingots of that specific ore, but would grant you 24-30 ingots (luck is a factor here).
also with random events .. the mine could collaps and you would receive nothing for a day.
buying a mine should be around 200 ingot price costs but the daily cost would be reduced only to wages (3 ingot price of that ore). you also can close down a mine if you moved on to the next ore type (reducing deliveries). Maybe limit of open mines to 2 anyway. Would otherwise break game with all that ingots.
I do know that these suggestions do change the games intentions from a manufactor to a factory assembly belt working style (especially if you add the hirelings from previous posts to this list). But that is the way a successfull business develops most of the time.
4. Outsourcing :D
Outsource the costumers service to india :D .... just kidding
hope you like some of the suggestions^^
So I did have some thoughts, pertaining to materials.
1) Alloying Copper/Tin for bronze, normally this is an 88% copper 12% tin, but it could be done as 9:1 ratio, which would allow people to make something more valuable than copper weapons but not as valuable as tin weapons (maybe a special station to do so?)
2) Material based requests like 'I want a copper one handed weapon' or 'I want an Iron Sword' where perhaps they take either a weapon made of the right material or being of the right type (ie either copper or one handed in the first example, or being iron or a sword in the second)
3)'Burning' ingots later on, where if you just leave them in the running forge for to long they will become 'burnt x ingot' which could either increase, or decrease, the price depending on the material, or who your making it for
4)Enchanting heated blades/blunts/shield by placing them in another 'work station' that you can load those worbedy florbedy crystals into above said 'craft' to enchant it over time like heating the ingots, and potentially allowing for repeatedly running the process to make the enchant stronger
5)A 'list' of things that will be picked up at once (like an 'invoice order' kinda thing)
#1 - To fix items getting stuck clipping in the workbench, perhaps when pieces are put together they pop in a few inches abouve the table and fall onto it rather than connecting to whatever is in your hand?
#2 - Make player clip with the boxes. I thought i was supposed to stack boxes and climb up into the 'Not for Sale' house, and was very sad when I lugged enough over there and then jumped straight through them instead of onto them.
#3 more frequent customers - After only a day or two, I had enough cash to front load a lot of crafting weapons, and was able to just hand whatever they wanted over to the customers as soon as they said what they wanted, resulting in sitting idle for a few minutes waiting for the next one to show up.
#4 - Penalty for leaving ingots on the forge for too long - melting perhaps? I quickly discovered that ordering bulk amounts of ingots, placing the order box on the forge, breaking it, turnign on the forge, and then having a steady supply of heated ingots was the best strategy, but took a little away from the game.
What if u made some pve or pvp in the future? where u cooled equip the weapons/shields u make and use them(jsut like u use the hammer for forging) and go on some kind of dungeon?i dont know i jsut wanna use that freaking pole arm grip with the great sword and swing it around :D.Ofcourse this would take a long time ,and it would make no sence since its a blacksmith shop not a dungeon game :/ but u know just a suggestion
Hey! I just played the new version of the game and loved it! Nice work on it! What I'd love to see next is equip-able weapons, and maybe an armour crafting mechanic. I'd also like to see events, like festivals, or attacks and any other cool things that you can think of. Other then that I love the game, you've done a really good job on it!
Thanks!
How about a bulk order list that turns up every now and then from weapon stores elsewhere? So you'd get a list that you need to fill the needs of by a certain day. Put all the items you crafted for it in a shipping crate and you get a bonus if you managed to get all the items in it on time (it then gets taken away). That way you not only have to deal with customers, but also try to fulfill orders outside of working hours so that there's less making stockpiles for keeps.
I have a couple suggestions.
Weapons
Mace - 1 ingot blunt weapon with 1 hand grip (the dagger of the hammer family)
Crates
It would be great if the crates had a lid that could be closed, that way if one is picked up with items inside (i use one of mine to hold 1h grips in the store) the contents dont explode everywhere
Deliveries
Orders of more than 10 would be amazing, would save much back and forth work to bring quantities of grips and guards into the store
Shop
Add another torch to the right side of the bench, to make it easier to see when assembling at night (currently only a small portion stays bright enough to see metal on the blue of the bench)
Hi Thor30056! I understand your frustration, but currently the developer does not have a Mac on which to build, so don't expect a Mac version to be released anytime soon. There's a discussion HERE about some possible workarounds in the meantime from other users with Macs. You can also add your vote for a Mac version on the MLBS Trello page HERE. Thanks!
Hi BOBTHEKILLER! Items snap together on the workbench in the orientation of the part you're holding. So if you're holding a grip and it's pointed down toward the table, the blade will be wedged in the table when they snap together. When an item gets stuck in the workbench, follow these steps to unstick it:
Hope this helps, and Happy Smithing!
I read that you increased the cost of ingots. I have just got the game and I'm on day 8, I am still on the copper ingots as I am struggling to make much money. I was wondering if I'm doing something wrong or if something should be changed to make it a tiny bit quicker. I also read that you are supposed to get a lot of money if you give them the item quickly, if I give it to them instantly I still only get a max of 3 extra money.
Be aware that there is a bug where sometimes you dont get paid for the ingot used in an item. Check the price of every sale... and for the time being do what i do, save after every good sale and alt+F4 if you get a bad sale and reload the game.
This could be the reason you dont seem to be making profit to advance. It only takes 1 or 2 bad sales per day to kill all profit.
Hi imperialfish! The ingot pricing is much steeper in the latest version. The profit you make on items you sell is a relatively small percentage markup from the cost, but as you get into the higher tiers, you will make more money. The developer knows that everyone has a different pace they'd like the game to play at. Some people thought the previous version was too easy (you'd usually be done by day 10-15 with no reason to keep making more money other than having a big number). Don't expect this pricing scheme to be set in stone, though, we're still in Alpha. Also, Dasius has been working on the idea of having the pricing tied to a difficulty setting so that players can enjoy the game at their own pace, but that's not implemented yet. Hope you're still enjoying the game even with the increased difficulty and Happy Smithing!
Suggestions (in no particular order):-
1. Enable ability to toggle physics on an object. So that they can be locked into place and unlocked if needed to reposition/removed. (An Example with crates:- This will enable us to fix a crate into position that doesnt get accidentally knocked and spewing its contents everywhere. Not only that, the crate can be put at an inclined angle to cradle the contents more effectively.)
Can place the option for the above in the 'Z' selection wheel maybe. Allowing to right mouse hold item and enter the selection wheel to lock it.
2. Make a thread that is stickied and locked to you. So that you can give the community a little info a few days a week on what you are doing. At the moment, i bet alot of people like me are checking these boards to see if any new info is available, but it goes a long time without anything. (Disregard cause you have Trello)
3. With the use of suggestion (1), give us different length and width planks. So that we can make pigeon holes, boxes, crates and shelves as we see fit. I think this will be a powerful mechanic :D .... With this kind of mechanic, itll probably be possible to make our own home/shop/storage lockup/etc.
4. With the use of the latter part of suggestion (3), allow us to designate where our shop is. Maybe have the counter as the item that is used to draw customers towards, which is unlockable to be moved, as suggested method(s) above.
After thought:-
Some of these implimentations may eleviate many other suggestions that people have asked for. (more storage, shop expansion, Labelled storage boxes/shelves, etc)
So, I don't know if anyone has suggested yet because I'm not gonna read through hours wort of suggestions to check that, but I have a crazy idea.
What if we had the ability to repair? I dunno if you have plans for the tools on the side of the workbench, but we could use those to repair weapons, and hand them back for a fee. It'd be like a quarter of the cost, since we use no mats (or very few, depending on the damage, in which case the price goes up) and our charisma could max it out at like half the cost of the normal weapon buy price.
Now, aside from that, there's also my crazy idea. I know you want to expand the areas of exploration and customization, but I see there's a broken cart outside my house as of 0.0.73. What if we could upgrade our shop, first of all, and I know you already want to do that. Also tho, what if the cart could be used for deliveries? I think you gotta make the boxes a little slower moving when picked up so they don't jostle stuff so hard, or delivery boxes could have like different shapes and the items set in them get locked into a place so they don;t fly around? IDK. But, we could get a guy come in with a paper, he hands it to us, and it could be taxes or a military order! And then the military order is like "Make the Army 10 one handed swords of tin!" and he'll hand you like the paper and you'll get the coin to make those. If you don't put them in the cart and "deliver" them, you lose hella money and maybe that could be a loss idk how that would work but it could be like normal orders just with boxes of items.
Also, Dunno about armor being implemented, but making that would be sick as fuck.
That's all thanks for reading my shit idea if you did.
Yeah, Dasius worked really hard for over a month crushing the game breaking bugs everyone was reporting (he's really dedicated to this project). Can't blame him for taking a short break and enjoying time with his family for a bit. After all, he's a one man team on this one. Don't worry, he'll be back at it soon enough :)
Tried the Sandbox version, so is it 3 common cut up wood for 3 copper ores? And does it take more wood the higher tier of metal you have. Just wanna get a head start on the next update : ) Tin takes a long time to buy right now, making 4$ profit for each weapon you make. Been playing a few hours, made a 100$ profit so far. Got my Charisma up to 4, and it's day 8. Starting to get less and less time for each order.
Edit: 1 Uncommon firewood can smelt ores for a while, like a minute or so. I threw in like 7 Iron ore, 3 copper ore, and 1 admantite ore. All smelted with 1 firewood. Guessing it's a time limit kind of deal
Wouldn't it be cool if you could actually use the items you craft? I know this may be completely different, and very hard to program, but how about an arena, where you can use your weapons to fight other people. Winning will give you money, however, losing/getting killed will restart the day, or lose profit.
I'm loving the game so far, keep up the good work. I was wanting to ask a few things, and give a few suggestions:
1: When do you think the second blacksmith will be purchasable?
2: I found 4 crystals. Do they have a purpose currently?
3: Once you've developed the game enough, will you add more to the world? Like, more places to purchase, mining, woodchopping, mobile-trading (Selling items on-the-go), and a larger map?
4: What do you think about being able to defend yourself from robberies? You could use the weapons you craft as defence from these attacks.
5: I'd love to be able to craft armour. Like gloves, gauntlets, chestplates, helmets etc, possibly out of metals and leather. What do you think?
6: Weather could be pretty cool. It could add another layer of immersion, but i'd expect it to be on the backburner.
7: A more advanced ordering system. By this, I mean people would ask for a more unique weapon. For example, a dagger with a fancy grip and a different type of dagger blade (more variants of the same blade can be added to the parts wheel (Z)) or a Polearm with new spearheads.
8: Bows and arrows. A thing I wouldn't expect to be made, but sounds cool.
9: When do you think mining will be implemented into the Shop Mode?
10: Does this run on Unreal Engine?
The game is full of stuff for it being in alpha, which tells me you're doing a great job. I can't wait to see the game once it's out of beta!
Hey Recon John,
Glad you are enjoying the game. Ill try to answer your questions.
1. There is no public timeline on when I'll release things. It's difficult to develop a whole game solo and meet deadlines too only fall short. I'll try to be reasonable and release things as fast as possible without sacrificing quality as i've done in the past. So for the moment, I can't say when but I can say it is planned for the next update. Sorry if that was a bit convaluted.
2. Crystals, atm, still have no purpose but they will near end game when they are fully implemented.
3. Every update or so, I try to add more content and destination for the player to visit to break them out of the grind/monotony if they so choose. The next update will have a larger map with more to do.
4. I want to add a element of risk and loss. I think what I am implementing currently will be a good alternative to robberies. But I might still add it at one point. No shop is complete without someone trying to steal your stuff :p.
5. I am working on armor possiblities but I can't make a promise it will be in the next update.
6. Weather is on my todo list. Very close to the top. I'm all about that immersion.
7. I've received this request several times now and I might just have to do it.
8. Unfortunately, bows and arrows don't make sense for a blacksmith game, same with leather armor. Would like to remain in the realm of metal working. This also has been requested alot so i might, far in the future, add specializations like weaponsmithing or armorsmithing.
9.Mining is partially implemented but i'm pushing for full implementation either in this update or the next.
10. Yes! Unreal Engine 4 is the engine I am developping this game on. :)
Hope that answers your questions.
Cheers!
Suggestions I have in mind:
1. Maybe add a few animals, because immersion. Maybe deer in the forest, or rabbits/birds.
2. A way to design/customise your shop. Would love to upgrade, or add to it.
3. And yeah, a difficulty system would do nicely, and maybe you can make it customizable in a few ways. Like adding extra funky challenges for extra profit. Like no sprinting : )
4. Other shops that you have to compete with, and a rep system. Sometimes you'll lose customers depending on your rep.
5. Mining right now, the way I see it being made, feels a bit OP. This is how I feel like it might come out: "I can either buy the ore, and spend my money. ORRR, I can go out and mine/smelt it for no cost while I keep my shop closed".
6. I like your repair idea, maybe your hammer or Anvil gets worn down after a long time?
7. Or maybe you can repair people's weapons for them, maybe they bring in a Great Sword and you use one bar to repair it on the anvil.
8. I like the Delivery/shop idea, where you have to go out and buy the items instead of using your fancy Wall-Pad to get your stuff, Yay, walking.
9. Drinking chocolate milk currently, maybe you could work on the house, like make it so we don't phase through the back, and make it so we can actually do something with it? (the house on the hill)
10. And finally, more monsters, and make the people actually fight them in the forest. Make it so you can actually get attacked if you wander out there.
BONUS SUGGESTION~~~~
11. The last suggestion brought this to my head, and I needed to say it.~~~~
The mining area, OR areas can be put outside of town, kinda foggy but not as much as the forest is now, and could sometimes have a "monster" there, and it will attack you if you go there. You could hire a "guard" to kill/guard you so you can go mining.
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Thanks Dais for making this game, and I am really loving it. Can't wait for the update, but i'd rather have a polished update than a half-fasted one : )
A suggestion that was inspired by one of the dialogs, maybe occasionally, you get an order in advance of the sale. Like a bit of paper that says they need 3 daggers in 4 days, something like that.
Also it'd nice if polite(the ones that don't say things like "SWORD NOW! Etc.") customers said Thanks or something as they left or picked up the weapon(so as not to slow down gameplay).
A couple ideas for adding difficulty, hunger(once a day, with a slowness debuff if you go so long without food), rent(untill you either buy your house, or a new one.) perhaps you risk getting robbed, unless you hire a guard(just because you make swords, doesn't mean you know how to use them). These could be tied a difficulty setting, or have individual settings.
Well that's me throwing my hat into the ring, I hope these help.
Hey Majgamer,
Thanx for the suggestions.
I believe the customers do say thank you but it does seem more of a "shy thank you". They turn around and leave while saying it so it's possible to miss it. I'll look into making it more obvious.
I do plan on adding a tax/rent system in the game.
I like the idea of adding a hunger system.
First suggestion: Unlock Web
Along with the skills/perks tab, the unlock web could be a section that allows you to chose a path you want to go down in the game. (Ex. Tinker, being able to mash up different parts on things you otherwise wouldn't be able to, alloys.)
Second suggestion: Alloys
Being able to alloy metals in the smithery or some other place and then sell that off to your customers, making a better material in worth than the number of metals that you combined, or equal in worth but just looks really cool to you. I would suggest it to be a unlockable thing in the web relative to the worth of the metals you alloy.
Third suggestion: Shop expansion
Expanding the shop would allow for you to put stuff that you wouldn't have been able to. Like if you just had the basic shop areas (The one you start with right now, or smaller) You wouldn't have the correct area to place a smeltery or a storage room for ores that you collect.
P.S., I love the game! I love games with vast customizable options throughout the game!
Here are some suggestions :
- Have a biggest impact on the creation of the weapon ( more creative features like color changing... )
- The creation has an impact on the price we sell the weapon ( maybe add some gameplay stuff like hit the ingot at the right time to forge it right, say the right things to the customer so he's happy and pay more ... )
- Add some events like rogues or ennemies or maybe a big market.
Hey there Dasius ! I wanted to tell you my ideas :
-A fancy polearm grip, and a halberd head
-more Two Handed Guards
-gems, so you can put them like runs on the blade or the hammer and make them more expensive.
-Maybe add a dagger grip or blade so it goes better with the grip, because the dagger isnt very beautiful
And that's it. Thanks for reading ! And hope i helped you !
I don´t know if it´s already suggested, but to be honest i wouldn´t read through over 400 texts :/
So sorry if already mentioned. I would suggest the possibility to grab more items at once or have larger storage space.
Because if you play the game for a longer time, it becomes just running from left to right to fill up grips and stuff. This gets kind of frustrating when you play the game 3 hours or longer.
But I realy enjoy this game. Relaxing. Always say to my friends: "Work is done. Now i keep on working in my blacksmith-House" :D
Stay heated :)
Random encounters: Every so often a scripted event occurs in which a new character which has not been seen before enters the shop and either robs you or offers you a job or quest which requires you to complete extra activities to forge a weapon that is classed as a quest type weapon which can only be forged once using special quest materials which can spawn in certain points on the map this offers some variety to the often quite tiresome task of just repeating order after order until you can purchase the new metal. Also wizard staffs cause it would add to the medieval fantasy setting you got going on.
i think it is quit boring just ordering things from a peace of paper so maybe a market place or something would be nice. Example: There might be a trade table thing with more advanced ingots (such as bronze wich of course is 10% tin and 90% copper) and another being places where u find ideas to new weapons such as..... idk but u get the idea
-LazyTurtle
I do agree with Turtle, would be nice if we had to maybe once a week (or early mornings) load up our cart and travel to market to buy odds and ends for the swords (assuming blacksmithing gets more in depth) rather than instant delivery.
Would also love to see a way to customize the blacksmith area eventually, even if its something as simple as just picking up, rotating and placing the stuff inside the workshop.
Seeing as you are going for an MMORPG stylish game where you play as an NPC it would be cool if you could hire and send out quest to "Players" to get stuff for you, like ores or materials and in return you have to give them a reward like a free weapon, and its timed so you have to make it before they get back from the quest.
During sandbox mode I noticed you wanted to add mining, while it may contradict with my first suggestion it think its a great idea to add. You should make it so you can change tools to a pickaxe for mining with a hammer sounds rather silly.
Another thing which you may do later on, is to add more variations for daggers, great blades, hammers and just over all stuff.
And lastly, which once again you may do, It gets boring waiting for more "Players" you should REALLY up the frequency that they spawn as the days increase.
I've been waiting AGES for a game like this and I am SO happy a game like it came out. I will do anything I can to support this game.
Hey Shadowblade4444,
I like the idea of giving out quest to such as fetching materials from the "Players" and then give them a reward. I believe there were a few other suggestions that were loosely similar. I will consider it. Thank you!
Ya I can definately add Pickaxes for mining.
Increase the spawn frequency of the customers is something I am working on. I had it in one of the updates to the game but it almost completly broke the AI, so i had to roll back the changes but I am still looking into it.
Glad you are enjoying the game.
Been making a lot of suggestions but I just love this game
It seems to easy when making metal, because you can preheat the metal, to add a bit more difficulty you could perhaps make it so that the ingots could melt if left alone in the heat for to long, if thats how they work in real life, I assumed you studied up on forging when you made this game. The game seems to easy and some difficulty would be really cool. Just a though :)
Just another suggestion, what if the crafting mechanic was handled a bit differently?
With the current method, you have to drag the parts together, which is cool, but the game glitches out sometimes and clips the items through walls and other structures. It is also difficult to combine parts when you can only do so on the crafting table and dragging the parts can be frustrating at times when they just don't go where they’re supposed to when you need to rush to craft.
Is it possible to implement a player specific inventory? Or maybe even a hot bar to hold things temporarily and combine them by selecting hot bar items then pressing a button? It would make the crafting much quicker and more user friendly. This way there wouldn't be any unwanted items clipping through structures or parts flying everywhere when you try to pick them up in a pile or a number of different reasons.
I have many other suggestions if you'd like to hear them.
Hey Tripster124567,
Thanx again for your suggestions.
I wanted to avoid (if possible) using traditional inventory/hotbar systems. I feel it really pulls the player out of the game. I also wanted to keep your screen clean and simple a.m.a.p . This system definitely is not the best nor perfect but I would like to one-day optimize it so it works better. If it does require an alternate method, then I will consider something like a hotbar or inventory.
Cheers!!
You can visit my Trello page and leave any suggestions there as well.
Hey Dasius! I know you have been working on a new update recently, so I'm super excited about that, I just had a few recommendations for it! I think that there should be milestones in the game as a first. There should also, on some days (like day 10, or 20, for you to decide) you should have attacks, or raids. Something like this: Your asleep and your woken up by a loud sound. You jump out of bed and into your shop, you grab a weapon and go outside. Then you have to fend off the attackers with other village dwellers - I also think you should add people into the game, like ones that live in the village with you. That's all from me. I love your game so far and I can't wait to see future updates. Thank you for creating this game (It's the best one out there!)
Not sure if anyone has said anything yet, but I think there should be some punishment for reheating already heated ingots, leaving them heated overnight, or having stuff left outside.
I was also thinking of something like being able to create a lock to place on the outer doors. Then give a 10%(or something) chance to be raided at night. If you have a lock then it is destroyed but you don'tlose anything and have to craft a new one. If the raid doesn't occur then you keep the lock until it does.
IDK what the logs are for outside the house. I just found the game today so I'm trying to figure out what I've missed so far, I love it though and I'm so excited to see what you do. I always thought that if a game like SAO ever happened that I would be the blacksmith so this game is right in my wheelhouse.
I noticed the giant stone creature outside the back of the house, and i bumped into him lol. My girl laughed at that. How about creating armaments or traps for monsters or bandits. Fighting directly doesn't seem like anything this game is focused around, bt the cration of threat prevention sounds like it would be fun. Like a tower defense thing.
OH! Maybe something where once you hit a certain threshold of money they begin requesting certain materials. Like once you have 500 in your chest, regardless of what you spend it on, they start asking for tin sometimes. The more you create tin weapons the more they ask for it and so on. Also I think it would be cool if they asked for specific handles and grips in addition to materials, just to keep us on our toes.
Maybe something like a reputation rating for the shop based on how accurately, quickly, and how often you completed requests. Or maybe a system where when the day starts, or week, or month, you recieve commisions based on your reputation. Like 300 swords by the end of the month for his majestys royal army! Then you would have to decide to keep the shop open or focus solely on the comission. Of course small comissions could also happen, like a tin greatsword with a fancy handle by 6 pm.(IDK if there is going to be a clock eventually).
What if once your rep gets high enough you could begin outfitting the army and sometimes wars could start up and based on how well you outfit them the tide of the war updates daily. Then it wouldn't be a game about crafting to make money(because you'd be funded by the king) but instead a battle of how fast you can make weapons.
I have no idea where you're going with this game but I'm gonna enjoy it no matter what lol. Once I get some money I'm going to support you,
Just a sort off issue/bug report, when you go to hit parts or ingots on the anvil sometimes it will make the sound but no sparks will fly and wont count it as a hit. Same thing but reversed, sparks fly but no sound and wont count as a hit. I also think it would be nice to not be able to overide the hitting animation when using the anvil because it takes extra time if you miss or click too early. Or if you could simply click and hold to hit multiple times when using the anvil.
I'm sure there could be an easier way of saying this but I've been awake for 24 hours now and can't think cause of work xD so if you need clarification just let me know.
Also a bug, there is an odd mirror reflection effect going on with the chimney of the forge. When ever you move ingots around the forge you can see their reflection on the stone wall of the chimney, now I'm no rocket scientist but I don't think rock is supposed to reflect things haha.
I just noticed it now though and I've been playing for 4 hours in just the past few days so It doesn't stick out very much if it was to be pushed of to patch later.
Also, if you continuously hold shift to sprint and make something at the anvil the sprint will be canceled for no reason.
And I think disassembling parts should be added. If you accidently make the wrong tool or if a part combines on accident there isn't a way to salvage the unwanted tool so you have to just throw it away currently.
I think it would be cool to combine some of the metals if possible. Like mix a copper ingot with a tin ingot and see what it could make. I cant wait for this game to be updated father and want something to do with the crystals and the shadowy figure. I would also love a story to the game and see some battling in the game.
Also i think maybe some of the metals like titanium, adamantine, etc... are way too expensive and very hard to earn enough money to buy them. Maybe you could make them cheaper and/or make the "players" give you more money for the weapons. I really love this game so far and just finished playing it for about 6-7 hours. I got to day 23 and it gets almost too fast for me. A couple "players" left because i couldn't go fast enough, but still a very good game for a work in progress.
You say that titanium and adamantite are too expensive, but they're actually much quicker to upgrade to then the second metal, tin.
With copper at 10$ and tin at $500, you need to sell 500 ingots worth of copper to reach tin. (not including grips/guards) After that, you only need to sell 20 ingots of tin for iron (at $1000), 50 ingot ofs iron for adelite (at $5000) and that cycle repeats. (Unless it's changed since I last looked.)
I understand your issue, I have it aswell. You need to sell an insane amount of copper tools to reach tin and it isn't purely based off the price of the ingot because you need to factor in the grips and guards, if used, in a part. And ontop of that the prices aren't as exact as they claim to be. The player card that indicates skill points, activated by pressing "P", shows that the base state of charisma gives you a 10% boost of sale prices for a total of 110% money gained from what you spent on making the part. However, if you look at the board on the left wall, inbetween the doors to your bedroom and the forge, it shows all of the prices customers paid for the parts and they almost NEVER match what the skill card indicates. Its still random, you can even LOSE money sometimes for no reason, the customers simply don't pay the right amount. I've had a customer pay $56 for a copper great sword, which used 3 copper ingots, a fancy 2 handed grip, and a 2 handed guard for a total of about $40 give or take, and I've also had the same sword sell for only $24.
It may be possible that the prices depend on how fast you give the items to the customers but I know for sure this system is properly coded yet. Which, in my opinion, is perfectly fine for now because it is still very early in development but it does slow down the progress tremendously and leaves money gain to chance.
Check that board for sale prices you get and monitor to see if time is directly related to the price of a weapon or not and let me know, I'll be doing the same. All I know is that I think the charisma state increases the MAX profit rather then the ACTUAL profit, for now.
You know of all 4?
SPOILERS! DO NOT GO BEYOND
IF YOU WANT TO FIND THEM ON YOUR OWN!
*One is in a river out of your front door and right a little
*One is under the shield by the log out the back of your house, around the Golem.
*One is in the torch directly to the right of your door when going to the anvil.
*One is in the house almost directly out your front door and slightly to the right.
-Bringing all 4 back into that house and holding the Fear crystal has an easter egg :P
I did a bit more research for myself and realized something that makes me look stupid, because I didn't understand the pricing system for awhile.
So if you go back to that Board With Shop Sales On The Wall you can also click each of those sales and find out more details about them. In doing so, I learned how the prices are actually calculated. So each item sold IS getting a profit no matter what because it starts by Adding Together All Of The Parts' Cost (ingots, grips, guards) then adding the Base 10% Mark Up to that amount for a subtotal and then it goes on to adding the Charisma Bonus, which is +1% profit/mark up for every Charisma skill point that is allocated. And finally, there IS a bonus amount of money you gain based on How Fast You Deliver The Weapon.
Heres another screenshot, this one shows the page I'm speaking of and I have underlined each factor for pricing.