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Re: Amber development
Posted: Sun Jan 29, 2017 8:40 am
by jack1974
Well Fallout Shelter is a good game, so...

starting to add the build functionalities for real. I'll just use black boxes for rooms not finished yet, though artist said should manage to draw them all around mid-February!
Re: Amber development
Posted: Sun Jan 29, 2017 8:45 am
by BobTheMob
jack1974 wrote:
Distillery? As in brewing beers?
Re: Amber development
Posted: Sun Jan 29, 2017 8:46 am
by jack1974
Also wanted to make sure the names looks fine in English. For some I'm quite sure. I mean "Forge" it's Forge, that's OK

But "Carpentry"? and Jewelry Shop? the list is:
UNDERGROUND FLOOR
1) Storage
2) Magic Cave
3) Distillery (to synthetize potions)
4) Carpentry
5) Forge
6) Jewelry Shop
BASE FLOOR
1) Office/accountancy
2) Library
3) Shop (the actual shop for customers!) 2 cells
UPPER FLOOR
1) Living quarters (2 cells in horizontal): consisting of bedroom, dining room.
2) Astrology Chamber/Observatory/Aviary/news room: some cages with crows, telescope, used to foresee upcoming events
3) Magic Garden: this is a sort of garden, where players can grow plants/flowers for ingredients
The Library, News Room and Magic Garden can be built anywhere in the above ground area. Only the Shop is fixed at ground floor (for obvious reasons) and the living quarters in 1st floor.
Re: Amber development
Posted: Sun Jan 29, 2017 8:48 am
by jack1974
No in practice I thought wasn't making sense to have a "generic" alchemist lab. The lab is the sum of ALL those rooms

Probably the Distillery could also be called Alchemy Lab, if we assume the most common activity would be to make potions?
The office/accountancy will be used to reduce running costs and maybe import stuff automatically, still need to think more about it

Re: Amber development
Posted: Sun Jan 29, 2017 10:41 am
by OneTrueBaldo
Hmm, not a english speaker here, but why "magic garden" and not "greenhouse"? It's more clear/direct, in my opinion. And if Amber is an alchemist and not a jeweler, maybe "Gemcutting Lab" (short for gemstone cutting laboratory) is better than "Jewelry Shop".
I'm all for "alchemy lab" and "divination room", too...
Re: Amber development
Posted: Sun Jan 29, 2017 10:50 am
by Troyen
I vote for Office, Distillery, Observatory, and am split on Greenhouse vs Magic Garden. Need to research "Carpentry" (which is the profession so I'd be surprised if it's also a place) and "Jewelry Shop" (assuming it's for cutting gems and not just selling them).
Re: Amber development
Posted: Sun Jan 29, 2017 11:15 am
by jack1974
Yes it's just cutting gems and maybe crafting jewelry. Then everything goes on sale in the same shop with other stuff

I think maybe should be "Carpenter Shop" or something else. Not sure how to call it. Greenhouse could work if we assume that's a fantasy game so obviously won't follow the normal rules (plants will grow much faster for gameplay reasons).
Re: Amber development
Posted: Sun Jan 29, 2017 11:24 am
by OneTrueBaldo
Oh, forgot "carpentry". What about "workroom" instead? Or use "Arcane Workroom" instead of "Jewelry Shop" if those gems gain magical qualities. My point is you must avoid redundancy: 1 shop, 1 lab, 1 magic 'something', etc. etc.
Re: Amber development
Posted: Sun Jan 29, 2017 12:19 pm
by jack1974
Yes it's better to have unique names/words, even if the visual appearance will be already enough to distinguish the various rooms

Re: Amber development
Posted: Sun Jan 29, 2017 5:08 pm
by jack1974

Some more feedback needed. The sketch above is for the Jewelry Shop (or whatever will be called). I don't know why but the cabinet on the right feels a bit too "modern" to me. Is it just my impression? I don't want to be nit-picking (also because the rooms will be visible very scaled down for most of the game), but ... not sure, feels out of place. Or it could be right in a fantasy/medieval setting?