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Felucca Online

Roadmap

Crafting chains that make gear: smithing, tailoring, carpentry, bowcraft, alchemy

Status
Backlog
Milestone
First alpha test
Area
EconomyCharactersGame designArt and assets
Priority
high
Updated

The prototype has ten recipes (boards, ingots, tools, cooked food). For trade to matter the things people need must be made by players from gathered goods: weapons, armour, clothes, bows, potions, furniture and building materials.

  • Skills and stations: Blacksmithy (anvil, forge: weapons, metal armour, tools), Tailoring (hides → leather, cloth: leather armour, clothes, bags), Carpentry (workbench: furniture, building parts, chests), Bowcraft/Fletching (bows, arrows), Alchemy (reagents → potions), Cooking beyond the basics. Every catalog weapon and armour piece gets a recipe.
  • Inputs from the regional resources (resource-items): at least iron and one coloured ore, two woods, hides and two or three reagents in the alpha, so regions trade with each other.
  • Wear as a sink: weapons and armour lose durability in fights and are repaired at a station with materials, or break.
  • Item quality (normal / exceptional with the maker's mark) and, later, rolled properties (#93's speed properties are the first).
  • A crafting window that lists recipes at the station, shows missing inputs and the chance.

Done when a character can equip itself fully from crafted items, every crafted item has a buyer somewhere (another recipe, wear or building), and the bots include a crafter.