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Re: Amber development

Posted: Sun Jan 29, 2017 5:26 pm
by Franka
The room for doing carpentry is called a "woodshop".

Also, +1 for greenhouse.

Re: Amber development

Posted: Sun Jan 29, 2017 7:02 pm
by Aleema
jack1974 wrote:Image
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?
You're right, something off about it. I researched a little and it looks like in old times they laid the jewelry flat on tables or hung them. I bet if you just removed the mannequin necks it would look fine.

Re: Amber development

Posted: Sun Jan 29, 2017 10:07 pm
by jack1974
Thanks for the feedback to both of you, will go with woodshop and greenhouse. As for the jewelry, indeed probably it's just the mannequin necks the main issue :)

Re: Amber development

Posted: Mon Jan 30, 2017 1:09 am
by Miakoda
The color will be a big part of the issue about how it showed up. However, the technology isn't too anachronistic.

For example, this is a woodcut of a picture of a gem-cutter dated from 1568. If you notice, he is also make use of a foot-lathe (basically pedal power to make it go around), and you can always have areas of specialized technology depending on the time frame.

Image

As for the necklace displays, admittedly they do seem to say 'modern day'. I mean, I know of instances when statues like in a Roman era were laid down with gold laurel crowns, etc...but not really in a commercial sense.

Re: Amber development

Posted: Mon Jan 30, 2017 8:15 am
by jack1974
Thanks, yes artist sent me a sketch without the mannequins and looks already much better :)

Re: Amber development

Posted: Mon Jan 30, 2017 9:02 am
by jack1974
Image
now you can ACTUALLY build stuff :lol: still doesn't check if you have enough money (I'll do that as last) or apply any bonuses in game or avoid duplicate rooms (you can have only one room of each type). All the texts still missing. But I think I could finish the shopbuilder basics this week for sure :)

Re: Amber development

Posted: Mon Jan 30, 2017 10:11 am
by jack1974
Image
some days I'm quite inspired... this is one of those days 8)
Implemented the basic coding for upgrading rooms. At this point almost all coding for the shop building is done. I still need to add all texts, values, tweaks, impact in the crafting gameplay, etc. But today was a very productive day already so far!!

Re: Amber development

Posted: Tue Jan 31, 2017 12:55 am
by BobTheMob
jack1974 wrote:Image
So w/ these would the next adjacent room/s have to be expanded as well?

Ex.: The Forge is next to the Kitchen and is being expanded 10 feet to the right. Would the Kitchen therefore need to be expanded to make up for space otherwise lost?

Re: Amber development

Posted: Tue Jan 31, 2017 7:16 am
by jack1974
No each room is a single "cell", with the exception of the Living Quarters and the Shop itself, but artist has still to draw them. The upgrade level is just more items/props inside the same space. If you look carefully should be visible in the Storage room upgrades on the right bar.

Re: Amber development

Posted: Tue Jan 31, 2017 10:34 am
by jack1974
Example of upgrading the library:
Image
each level will unlock some bonus recipes (not sure yet if random or fixed) and also increase the overall max amount of recipes you can store in your grimoire :)
Will unlock up to tier5, since tier6-7 will be super rare and you'll need to acquire them in other ways (like buying them at the Wizards Guild for example) :mrgreen: