![]() This does introduce an element of chance to the minigame, where the player may fail by no fault of their own. For instance, if the depth of a segment is currently 0 while the target is 3, you might prefer to use a Medium strike (0-3) over a Hard strike (0-5) as the latter has a chance to overshoot the target, which cannot be undone. Options to strike a segment are "Hard", "Medium", "Soft", "Careful" each strength having their own range of depth levels it could produce. Players are scored on accuracy by the percentage of segments that exactly match the template. They need to strike various points along the length of the sword to push each segment to the correct depth (according to the template), thus forming the shape of the sword. Players are given an interface with a rectangular piece of metal and a target sword shape you need to create. Something that vaguely reminds me of the DQXI example you gave is the "Ceremonial Swords" distraction & diversion in RuneScape. There's also the infusion system, but that's complicated enough to warrant an entire other post, so you can probably look up that one yourself. There's 6 "primal" aspects which can be found naturally in the world, as well as around 31 "compound" aspects which can be made via combining other aspects or drawing it out of an appropriate item. Thaumcraft (Minecraft mod), this one has another interesting alchemy system, where every item can be broken down into "aspects," which can be thought of as similar to elements on the periodic table. Kitsu's Forgecraft (Minecraft mod), similar to Vintage Story's system, but I don't have any experience with it directly. This gives the system a sort of mastery, as an experienced smith will be able to create items more efficiently than a newbie. It's possible for the metal to cool down during the process and require a reheating, and you can also mess up while forging the voxels, requiring you to expend more coal and metal, both of which are difficult enough to gather. During the actual smithing process, you essentially have a collection of voxels which you need to manipulate into the shape of whatever you're making (a pickaxe blade for example) by hitting the voxels with your hammer. You can also make alloys by using combing certain ratios of metals. You have to manually melt your metals in a crucible and pour out ingots which you can then heat up with a forge to actually work on. ![]() Vintage Story, while the items themselves are pretty standard, the process pretty interesting. Atelier Ryza in particular also turns the crafting system into a sort of skill tree where each type of material counts more towards unlocking additional "nodes" where more materials can then be added. Using the latest games (Atelier Ryza) as an example, basically every material has a list of traits associated with it, and crafting recipes usually only require a "type" of material such as plant, ore, etc instead of a specific material itself, allowing you to pretty much freely combine materials to get a combination of traits that make your item as powerful as possible. Also adds more in the modularity department, such as being able to freely change a sword's blade type or turn a shovel into a spear/trident by changing the head.Ītelier series, probably the ultimate system in terms of customization. Tetra (Minecraft mod), similar to Tinker's Construct, but also adds the concept of "integrity," which forces you to balance the materials you use instead of slapping together any parts you want. Also adds some flavor to the crafting process by requiring you to melt your metals in a smeltery before you can pour them out into molds and actually use them Tinker's construct (Minecraft mod), modular component-based system where each material has its own unique effects. Here's my own big list of crafting system design inspirations:
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