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A tale in the desert iii crafting
A tale in the desert iii crafting












a tale in the desert iii crafting
  1. #A tale in the desert iii crafting install
  2. #A tale in the desert iii crafting series
  3. #A tale in the desert iii crafting windows

#A tale in the desert iii crafting windows

Here’s my take on implementing your own GUI widgets, as opposed to using the native widgets in Windows or OSX: it’s like asking for a bout with the heavywweight title-holder: the rewards are good if you succeed, but you’d better have the skills to back up your challenge.

a tale in the desert iii crafting

ATITD uses its own widgets and controls for the GUI, but implements them poorly.You should reach a skill level that allows some automation or batch-processing, or at least invent a little point-and-click game (with decreasing difficulty as your skill increases) to control the frequency of success and failure. I can understand exposing players to these mechanics temporarily, but not on a long-term basis. Worse, the blade breaks every so often (for no apparent reason), sending you on another shale-finding quest. You sit there clicking, waiting for an animation, clicking, waiting for an animation, etc. (edit: apparently there is a way to automate grass-gathering during times you are offline, but you first have to gather 2500 units by hand!)Īlong the same lines, there is no automation for “processing” steps like cutting wood into boards. Or, if the goal is to limit the rate of gathering, then you should be able to “batch-gather” a large amount of the resource with a single mouse click, like WoW’s “make all” button. The gathering animations should be interruptible. You can pick grass anywhere the ground is green, but each time you pick up a handful you have to wait a few seconds for the character to animate, then move aside and click again. There should be a visual display of some kind to show where the slate nodes are.Īnother resource you need early on is grass. Gathering slate is a process of walking around randomly until the icon flashes up, then backtracking to find exactly where to gather it. Slate is found dotted along shorelines, but there is no indication of exactly where a slate node is located, except for an icon that appears only when you are standing right on top of one. For example, early in the demo you have to gather slate to make stone blades. The resource-gathering system is cumbersome. ATITD proves that there is actually a good middle ground between purely social “chat rooms” and purely combative PvE/PvP games. No combat, although there is PvP in the form of competing for achievements.(“Product quality” seems to be a good way to add depth to crafting – SW:G uses this too – but obviously it complicates the server since it can’t treat all instances of an item type as fungible).

#A tale in the desert iii crafting series

For instance, you can grow grapes and make wine, but first you can try cross-breeding grape strains to get seeds with better growing properties, and during the growing season you take a series of actions to “tend” the field, which affect the final quality of the wine produced. The starting-island tutorial is basic but I read some fascinating things about advanced crafting on the wiki. You gather resources (modeled nicely and placed throughout the world) and build tools (also nicely modeled) to transform them into ever more complex products. Basically the entire game is about making stuff. Unfortunately the UI is really annoying so I won’t put more time into it. I just downloaded and played the starting-island portion over about three hours.

#A tale in the desert iii crafting install

I’ve been meaning to try A Tale In The Desert for a while now, since it’s a fairly successful MMORPGs with a truly deep crafting system (the other one being Star Wars: Galaxies, which won’t install for me anymore).














A tale in the desert iii crafting