Building Better Crafting Systems
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You Saw:
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Valheim (Early Access)
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Animal Crossing New Horizons (2021)
Final Fantasy 14 (2013)
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Fallout 4 (2015)
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Ooblets (Early Access)
Horizon: Zero Dawn (2017)
The Legend of Zelda: Breath of the Wild (2017)
Runescape (2001)
Stardew Valley (2016)
Minecraft (2011)
Atelier Sophie: The Alchemist of the Mysterious Book (2015)
Battle Chef Brigade (2017)
Terraria (2011)
Subnautica: Below Zero (2021)
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Project Winter (2019)
THe Elder Scrolls 5: Skyrim (2011)
Death Stranding (2019)
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Factorio (2020)
Deep Rock Galactic (2020)
The Last of Us 2 (2020)
Red Dead Redemption 2 (2018)
Far Cry 3 (2012)
Monster Hunter World (2018)
Monster Hunter: Rise (2021)
God of War (2018)
Dead Space 3 (2013)
Mass Effect: Andromeda (2017)
Dragon Age: Inquisition (2014)
Ghost of: Tsushima (2020)
Psychonauts (2005)
Crafting systems are one of the most popular mechanics in all of videogaming, appearing in everything from open world games to shooters to MMOs, and if there's one thing that most crafting systems have in common it's the fact that they... sort of suck.Whether they're boring or time consuming or overly simplistic, there are a lot of potential problems that can plague crafting systems, and to make matters worse - a lot of the bad ones look just like the good ones.
So, what’s the solution?
Well, after some tinkering, salvaging and refining, The Architect has come up with a three-step formula to fixing every crafting system, focusing not on their mechanics, or their balance, but the way they affect their parent games - it makes sense in context, trust me.
Видео Building Better Crafting Systems канала Adam Millard - The Architect of Games
Follow me on twitter!: https://twitter.com/Thefearalcarrot
Darkfry: https://www.youtube.com/channel/UCXUPDybKG7nqIxEeKS8fi5w
Snoman Archive: https://www.youtube.com/channel/UCeP1Enud_t8FBRrDroYPJvQ
You Saw:
Humankind (2021)
Valheim (Early Access)
Satisfactory (Early Access)
Animal Crossing New Horizons (2021)
Final Fantasy 14 (2013)
Spiritfarer (2020)
Fallout 4 (2015)
Resident Evil 8 (2021)
Ooblets (Early Access)
Horizon: Zero Dawn (2017)
The Legend of Zelda: Breath of the Wild (2017)
Runescape (2001)
Stardew Valley (2016)
Minecraft (2011)
Atelier Sophie: The Alchemist of the Mysterious Book (2015)
Battle Chef Brigade (2017)
Terraria (2011)
Subnautica: Below Zero (2021)
Prey (2017)
Project Winter (2019)
THe Elder Scrolls 5: Skyrim (2011)
Death Stranding (2019)
Potion Craft (Early Access)
Factorio (2020)
Deep Rock Galactic (2020)
The Last of Us 2 (2020)
Red Dead Redemption 2 (2018)
Far Cry 3 (2012)
Monster Hunter World (2018)
Monster Hunter: Rise (2021)
God of War (2018)
Dead Space 3 (2013)
Mass Effect: Andromeda (2017)
Dragon Age: Inquisition (2014)
Ghost of: Tsushima (2020)
Psychonauts (2005)
Crafting systems are one of the most popular mechanics in all of videogaming, appearing in everything from open world games to shooters to MMOs, and if there's one thing that most crafting systems have in common it's the fact that they... sort of suck.Whether they're boring or time consuming or overly simplistic, there are a lot of potential problems that can plague crafting systems, and to make matters worse - a lot of the bad ones look just like the good ones.
So, what’s the solution?
Well, after some tinkering, salvaging and refining, The Architect has come up with a three-step formula to fixing every crafting system, focusing not on their mechanics, or their balance, but the way they affect their parent games - it makes sense in context, trust me.
Видео Building Better Crafting Systems канала Adam Millard - The Architect of Games
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30 августа 2021 г. 1:00:27
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