Smiths ‘R’ Us (end of day 1)
End of day 1! More progress:
Design: 90% (still unsure about upgrade system)
Art: 70% (missing customer animations and most of the interface)
Code: 60% (need to finish crafting and customer interaction)
Audio: 0% (leaving for last)

Concept:
Customers walk in, ask for a specific item, and it’s the player duty to handle the workers to produce the item requested.
Details:
- 2D, top down.
- 16bit sprites.
- Inspired by “Cook, Serve, Delicious”.
- Controls:
- Movement via WASD.
- Pickup and drop with E.
- Choose option with 1, 2, 3 keys.
- Can only carry one item.
- Can upgrade the stations for 250g, making them work 25% faster.
Conditions:
- Win:
- No “win” condition.
- High score attack.
- Lose:
- Money reaches zero.
Layout:
A room with several elements:
- South wall has the counter and the door where customers come in:
- Max place for 5 customers.
- Top west corner has crates with a neverending supply of resources:
- Wood.
- Ore.
- Leather.
- North and east walls have the stations, shown in a fan:
- Smelter
- Smith
- Leatherworker
- Carpenter
- In the center, you can find:
- Crafter
Example of play:
- Customer comes in, randomises request, chooses he wants a dagger.
- Daggers are leather + ore.
- Player goes to the customer, accepts the order, UI reflects this.
- Player goes to the crate to grab ore, brings it to the smelter.
- While it smelts, goes to the leather crate to grab some and take it to the leatherworker and make a small hilt.
- Ore hot, Player picks it up and takes it to the smith, asks for a small blade.
- Hilt should be ready, P picks it up.
- Gives it to the crafter.
- Blade ready, Player brings it to the crafter.
- Crafter joins the components, makes dagger.
- Player grabs dagger, gives it to the customer, gets paid.
Please let me know your thoughts!