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Deus Ex Machina in an exploration into a fan remake and modernisation of the original in Unity, redesigning systems and game mechanics to conform to modern iterations of the franchise and the genre as a whole. Not designed to be an exact remake of the original but instead and evolution of it with the intention being at this early stage to produce a reimagined Liberty Island as a portfolio piece.

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MD Crafting
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Description

I often found the implementation of crafting in MD puzzling as a game mechanic used to facilitate the control of the rate at which a player is able to upgrade weapons and create items that suit their needs.

This is because firstly the player requires an experimental augment to do what technicians, hackers and engineers do without. The general disassembly of components into its comprised parts, whether that be to repair, scrounge or learn from.

Secondly is the ability to use scrap to build highly intricate components to the same level as if they had been built by the manufacturer. Highly coincidental that the player is able to find the perfect component, at the perfect time as to perform the action.

Thirdly is the fact the player is able to gradually increase the performance of weapons through the use of scrap. Weapon components are well engineered components, requiring highly specialized construction techniques with very small tolerances so the thought of just jumbling some scrap together into something like this is rather silly.

Ultimately the crafting system does in MD what Credits did in DX, IW and HR. There will be no crafting system implemented in this project and instead be falling back to the use of Credits as a means of controlling how much a player is able to purchase whilst leaving the choice of what to purchase up to the player.