Post edited 12:00 pm – November 9, 2010 by 7h30n
Hmm, I'm against recipe drops because when you have all the recipes the recipe that drops becomes useless item thus wasting the drop of some better item.
Trial and Error type can be really rewarding when you guess a good combination but also can lead to frustration.
Recipe Compendium could make the path to powerful items easy but removes a lot of frustration.
It seems each option has cons and pros (like they always do).
Personally, I'm for Trial and Error type (I'm not easily frustrated) because it implements risk (of losing ingredient items) & reward (crafting something good) and that suits roguelikes perfectly.
Ofcourse, I was thinking about other options.
#1 Recipe drops + randomized recipes + Recipe Compendium
- upon starting a new game recipes are randomized so that each game has different combinations of items
- you are reliant on finding recipe drops which reveal the recipe for this iteration of game
- recipes are added to this game's Recipe Compendium
= this makes recipe drops almost always useful because you can't learn all the combinations since they are randomized each time
#2 Recipe Compendium + hidden recipes
- there are saved recipes in your Compendium that can be used each game, but there are also recipes that aren't written and require experimenting
= players can rely on safe recipes to produce useful items but they can also experiment to find out a new better item (introducing risk & reward)
#3 Recipe Compendium + hidden recipes + recipe drops
- You start with empty Recipe Compendium and fill it up with recipe drops
- better recipes are harder to drop
= players can experiment but they can also play the game and hope for drops that reveal the recipe (I think this is more harsher variant than #2)
Edit: Ofcourse, let's not forget: this might be hard to code in an already done game but these are just my thoughts about crafting