PrimalCraft
Ver. 0.07
NEW
- NPCs do stuff: Explore, Handle traps, Plant trees, Cut Trees, Craft...
- Environment Sound..
Still an experimental game. The crafting has a process, so besides the resources, you need to do the correct process to make the products. The next update, the products will have a rating, changing the damage, duration, etc, of the items.
Craft is to initialize crafting. You have ideas moving up and you need to select the intended sequence.
Focus AO is to select the most important Idea/Ideas - the ideas that appear more often. There is a crafting skill, the higher the crafting skill, the more ideas you can focus. AO stands for Action Object.
Some of the important initial items:
Sharp Rock - with a Rock -> Strike Rock, Strike Rock
Stone Axe - with Sharp Rock and Stick -> Add Stick, Add SharpRock
Wooden Hammer - with Wood, Stick -> Add Stick, Add Wood
For food
WoodTrap1 - With 4 Sticks -> Add Stick, Add Stick, Strike Wooden Hammer, Add Stick, Strike Wooden Hammer, Add Stick, Strike Wooden Hammer.
You can cook Food by using:
Add Fire, Add Stick, Add Meat, Add Stick.
You can make fire by using doing:
Add Wood, Add Stick, Add Stick, add wood and sticks
To Sleep
You have 3 types of items to sleep. You need to discover how to make them. :)
Blanket, Tent1, Tent2.
Note: when crafting, you can miss the action or object and still make the product. In future releases, it might be a defected product...
You have 4 bars:
Health
Food
Stamina
Instant Stamina
Status | In development |
Platforms | HTML5, Windows, Linux |
Author | MadFoxLabs |
Genre | Role Playing, Survival |
Made with | Godot |
Tags | Open World, Pixel Art, Procedural Generation |
Download
Install instructions
Just unzip, and run PrimalCraftV001.exe
Development log
- We can TradeMay 28, 2024
- Items have qualityApr 04, 2024
Comments
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Interesting and novel idea, though the idea mini-game could do with some polish. It's a bit too reliant on RNG and some idea texts are cut off by the screen. I tried moving stuff around in the inventory and things got deleted. Including my freshly made stone axe.
Hannu (son of :) really thank you for the feedback. I am thinking how I am going to polish the idea.
There is the concept of planning, where you increase the probability of a action + object (like strike rock). It is planned to plan by a end product where the action+object appear from the most used ones, but I haven't fully developed that idea. Also a thing that almost everyone miss is the crafting skill increase: with crafting xp, the player have more action+object selections (starting with 1, 2, 3, etc...) and also the quality of the products. There is a bar underneath all the objects with: gray, yellow, green, blue, violet and orange that is the quality of the product. For instances a stone axe that is orange is more durable than a green one...
Going to check the inventory, but I know that it needs a lot of refining :)
Again, thank you very much,
Rodrigo Gil.