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Pink Mint Lily
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>>1822
>I'm debating whether having built things will add to a master crafting list, or if each center of construction will keep its own list. I'm probably going with the latter.
When all recipes (or whatever) from all possible areas are stored aplhabetically, it makes for a very cluttered interface, given the scope of the game. So my first thought was "yeah, you're better off splitting it into several lists thematically". But having those lists tied to a particular item/NPC is no good either. I mean, you have a workbench for wooden objects, a smith for tenderizing, a cook for cooking or whatnot, the list goes on. Having to walk from one thing to another every time you want to craft a recipe from a different area is fiddly as hell.
So what I'm saying is every one of those things opens a single master list with tabbed themes. That way, when you want to make, say, a locked chest, you don't have to go back and forth between your forge and your workbench. You come up to either of those, open the metals/ores tab, craft a lock, open the wooden items tab and craft a chest.
I'm not sure a locked chest is a good example of what you call a "set piece", but you see my point.
>And again, every world defines its contents. So you throw in a bunch of Ether, some Fire, maybe some Death. BAM. Welcome to The Burning Thicket, your new miniworld.
So it's like a dungeon crawler, but instead of wandering around the map you can choose which "dungeon" to explore, down to difficulty level? Sounds neat, but how are you going to handle monsters in these player-generated worlds? If the Frozen Peak and the Pit of Horror will be populated by the same randomly colored slime (metaphorically speaking),
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