Whoa Constrictor here, content designer on Magicmaker. This is the first in a series of posts from Tasty Stewdios that gives a glimpse behind the scenes on upcoming features! Our goal here is to gather your initial feedback to tweak things before they go live. Today, I'll be talking about the upcoming Alchemy Rework.
Please note that the art assets in the following screenshots may not be finalized, are works in progress, or are completely placeholder. That said, let's dive right into it!
|I am a very lonely man.|
One of the most consistent pieces of feedback we received is that alchemy was too difficult to understand and utilize properly. Secondly, the players who did understand it weren't rushing to utilize it, since it meant sacrificing three materials to create one. Economically it didn't make sense, since you could sell two materials to get your target material's gold value and just wait for it to shuffle into the shop!
Though I designed the system, my thoughts were pretty much the same. Even I never used it! So... what's the solution? Scrap it altogether? Not hardly!
I wanted to retain the feeling of alchemy (taking apart materials, and recombining them to make something else) while still keeping it an appealing option. Under the old system, you would combine two materials to derive a color, and then derive an element from a third material. Even from an in-universe explanation, it was incredibly wasteful and confusing. Where did the "type" part of the color pieces go? What about the "color" of the type piece? Do they just get destroyed?
Well, yes, but not anymore!
|Fact: more loot = better. This is true because science.|
In addition to materials, monsters will now drop essences and stones, corresponding to color and type respectively. Note that these drops are in addition to your normal material finds, not replacing them!
The keen observer may notice that these shapes look somewhat familiar. Remember last Saturday's screenshot?
|Fun fact: I only have this many essences due to a bug when originally coding this system.|
Firstly, there are now two modes for alchemy: Combine Mode and Separate Mode. Combine Mode does exactly what one might think: you combine an essence and a stone to make a material. The + and - buttons can be used to make large batches of materials without re-slotting components.
Likewise, Separate Mode reverses the process- you can break apart materials into their alchemy components to reform into new things.
This new system addresses both problems that plagued old alchemy: material recipes are much more straightforward. No need to dance around with confusing color combinations! Secondly, it addresses the issue of waste- If you break apart three materials, you'll have the pieces to make three new ones. Finally, it makes alchemy an attractive option- rather than a destructive system, players are now always adding to their collections by using it.
While I was cleaning this up, I also made a few other changes that I'd like to briefly mention. First, a few of the material recipes are being altered- this is for a touch of consistency to material coloring. For example, orange materials correspond to health and mana modifiers. A couple of materials didn't fit this system, so they've been adjusted.
If you've got some suggestions, or other ideas to improve alchemy, feel free to share them in the comments section. We hope you're as excited as we are about these changes!