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!