Like most rpg games I have a Blacksmith mini game that allows players to craft weapons and armour, the problem is within the mini game it self.
You start with a material (Iron), each material has deferent bonuses based on wat type of object it is used(1% damage, 1% defence).
You can use up to five materials (5* 1% = 5% Bonus) and rare materials have bigger bonuses(Platinum 5% *5 =25%).
I was thinking of making each object in separate parts: sword = Blade + Hilt , to improve the flexibility of the crafting system.
The problem with this step is that if I keep to using the bonus damage a sword could then improve damage by 50%, this combined with the skills will shift power to vastly.
Using defence for the hilt will again over power the balance of the player when combined with the stats of armour, I don't want to use float values for stats.
Any Ideas to fix this or to improve flexibility of the crafting system.
Details:
Player can only equip 1 weapon, a duel wielded weapon adds a extra attack at the cost of accuracy.
Player can only wear one armour and two accessories a accessory only adds a effect or small bonus(5% max).
Stats:
Str,Int,Dex --> Hp,Mp,Fp --> Damage,Magick,Speed--> Defence, Magic Defence,Accuracy.
Str+1 = Hp +5 --> Damage +2 --> Defence +1 etc.
Next is the way the mini game plays, for now it is a simple button bashing mini game.
You hit the action key to fill a bar that is harder to fill depending on what material you use, considering that a tester broke a keyboard I am looking for something more subtle.
I was thinking in the line of heat the material to a recommended point and clicking on deformations for the hammering part, but I have no idea how smiting really works or how to translate it to my mini game when I learn it.(Downloaded some pdf)