Craft The World

Craft The World

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Craft the World 2 (Wishlist)
I'm sure this will be in the works at some point if not already, and from another discussion I've compiled some things that I think would be great fun to add to a sequel. I've also taken experience I've had in other games to flesh some of this out. I'll note, I barely started this fun game and so I may not have found all the things in there yet.


TL;DR version – Things I think would be cool in a sequel (not the current version). I hope they do a sequel and build in some of these thing.


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1. The first thing to spawn is the 'King'. I think that would be cool, it’s the leader/founder and so should be the 'hero' at the start building the first structure and would allow some game mechanics later.


2. That first area you build a house around is cool and I would like to see it turn from a chest and to a throne with some steps in-between and maybe after to show progression in the game. It would be great to also allow that to be movable like the crafting areas because the place we're building we might want to relocate down in our bunker more or up in the sky away from the ground level.


3. More Races - The dwarves are cool and fun, but then I was thinking it would be nice to have a hybrid of people to attract. Maybe instead of just a new dwarf populating with the same name etc., I can 'choose' what to add. The first 'leader' unit, it would be nice to have a profile for leaders with stats and abilities that go from game to game or I just create a very basic view with a selectable portrait and pick a starting stat (i.e. I might want to make it a fighter). Other races, in terms of the fantasy genre, have contributing abilities, for example, recruiting an elf might make trees and nature respawn more quickly and/or increase the area of regrowth (i.e. trees can grow deeper or different soils). Something that would be cool to give a pro/con to a multi-racial kingdom could be something like All Dwarves +X% to mining and digging or finding precious metals or something like that.


4. Good/Evil - This is really more aesthetics unless they put some proper mechanics around it but having places that look more alignment central would be cool. Since the game is more "good vs evil" right now playing the role of 'good' with this mix things are just reversed. Instead of dwarves you get orcs and zombies and other things doing similar tasks. Instead of raids at night, they would be during the day.


5. Stationing and Roles - The idea is that eventually as you expand and grow you need the workers to dedicate to things or I've found I end up fighting with the dwarves. As the place gets larger, I dig deeper the attacks increase in strength, as a player I'm juggling a lot of things and marking items as I see it based on need and crafting and without something to address this I'm fighting with the dwarves and queuing up too many things. I don't mind some autonomy but with a slot on each that only allows a blacksmith apron OR pack for extra goods OR other items, I want them to fulfil that bonus/benefit and limit what they do. Just assigning a "title" which would in effect limit what tasks that character does (i.e. mining, digging and making certain (metallic) items. Carpenters can chop wood. Cooks pick fruit, collect food, and make food and take to the table automatically. For the crafter/gatherers, they just need to find the closest marked tree or soil to the storage area to go after, if I have a farm nearby that would be where they go to farm (maybe a designation is needed to separate farmers from gatherers since those bushes wouldn't get collected if you have a large farm closer by...or tree choppers also gather fruit?). It would be nice to give archers a flag and let them fill it to automatically balance (i.e. you have 5 archers and 3 flags, Flag #1 and Flag #2 would have 2 archers and Flag #3 1 archer, the next archer I designate will make all 3 flags with 2 archers each. The flag would help with the combat, I want my archers to stay away and on walls or other high locations not get in close, I find that they do this now and it results in them getting beat up because they fire, retreat, fire again, retreat, whereas if they were posted on a wall the baddies have to get to them (or fly). Also, I find the flying baddies look for an alternate location in my castle and my dwarves are too far away to go fight them. I also don't see a role mages are playing yet (I don’t see any spells being cast) so not sure how that's used but I'd probably want them at a mage flag guarding special objects of power, altars or other things that need defending, if I have enough of them I might want some in defensive positions (but these would end up 1:1 flag ratio. if there's a compute challenge here, it might be useful to permanently assign to a post so they always return to the same section and gives me further decision capability to choose where they advance in specs.


6. Day night Cycle and Roles - I think an easy way to handle combat and working is using the day/night cycle. Since it looks like 6am to 6pm is day that can be for optimum crafting and resource collection. At night more combat. That also gives the refresh cycles to the characters. For example, the workers work during the day and replenish at night (eat, sleep and party) and the combat warriors, archers and mages are more alert at night waiting for the hordes. I think this is what can replace (or add) to the button that has all the dwarves return would have an opposite effect that would alert everyone to help fight off an invasion. The cost would be that the next cycle would be impacted, they can't fight all night and then fight all night so they would need to sleep early and recuperate for the next day unless they end up fighting all night again.


7. Deities and Benefits - I'm not sure what the perspective is for the player, i.e. am I that first dwarf or am I some deity that is supposed to influence the dwarfs and right now I can see it as a little bit of both. On one side if I'm the deity, I have a lot of influence because I'm telling the dwarves where to build what versus them doing stuff on their own. Otherwise it makes sense I'm that first dwarf. Either way I think this should lead to some abilities. For example, I setup Altars, each one has a different 'god' that the characters in my kingdom can pray to, when they do, it create a mana like pool I can use to summon special abilities like lightning to help ward off an attack at night, or strengthen walls to make them more resilient. A combination of temporary and permanent abilities would be nice. If for example, the night attacks get stronger, then I need something to match their growing strength so permanent enhancement to walls would help. Fire would be good against Zombies. If good you're unlikely to 'pray' to an evil god. Evil gods might have more wealth (greed) and power seeking attributes, which would benefit a player accordingly.


8. Varying Mobs and Bosses - I like the different creatures that attack and I hope there's more but I'm not sure if they just gradually increase in strength/size or if there's some relationship to my 'fortress'? Just thinking it through, the larger the place, in theory, the more powerful I am which means badder things want it. It would be nice to see bosses that scale too, for example, early on maybe some small time Necromancer or Litch or something is what's causing trouble and is what is coming to attack on the hour, the "waves" in between is that boss sending minions in advance to the main attack. This gives some logic to what attacks, a Necromancer I'd expect Zombies and Skeleton's and stuff, a Warlock might have apprentices and more humanoid things, a Demon little devils, etc. Also that would give me a clue where they were coming from, zombies rise from the earth tiles which would encourage me to build my place out of stone so they can't spawn in my castle.


9. Crafting - I like how crafting is setup so I wouldn't really want a whole lot to change but I saw a post on changing the tech tree etc, that could be cool but I do like how they make the squares use logs and stuff, often in the shape of the item. I would like to really see stats and looking to make better weapons, armor, a larger variety of those things especially if used with the race and even deity stuff mentioned above for example, a sword that inflicts electrical or fire damage (might be better for killing certain types of creatures and effect the character so it looks like they have a sword of fire when they draw it) or holy armor with wards against evil (takes less damage), different color armor, glowing armor or symbols (i.e. when enchanted by a mage at some magical station has a glowing A on the shield or something like that.


Last edited by Medieval Peanut; Apr 13, 2015 @ 5:10pm
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Showing 1-5 of 5 comments
Rilf Danielson Apr 14, 2015 @ 6:00pm 
I mean, I'd much rather they just keep adding to this one for now, the fourth world looks awesome and who doesn't want multiplayer?
Saith Umbrae Apr 15, 2015 @ 2:29pm 
I also agree that it's too early to speak of a sequal and the current game could gain lots of new fans and increase its community given further development.
Echo Apr 16, 2015 @ 3:10pm 
Story mode with narrator. Lately I've been playing Trine 1 & 2, and watching the play footage of upcoming Dungeons 2, and both of those games have amazing narrators feeding you the story as it unfolds, along with snarky remarks. Similar to Bastion and others. I'm really liking that, especially when the narration is well written, funny, pertinent and well-voice-acted.
Anatas Apr 20, 2015 @ 8:49am 
Originally posted by Butcher:
3d graphic. Dark atmosphere. Better soundtrack. Surely more(much more) types of enemies.

I would say something like 2002 Diggles: The Myth of Fenris. Plot, quests, leading dwarf clan into depth. It was perfect underrated game. Still better than Craft the world.

Diggles was very good, but it's not better cuz it's different.
DarknessEyes Apr 20, 2015 @ 12:39pm 
10) pathfinding,,,
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Date Posted: Apr 13, 2015 @ 5:09pm
Posts: 5