Ha! See what I did there?
I’ve been very busy recently getting Creo ready for closed alpha, which is now upon us. This has left me with quite the back log of development posts.
Anyways, the monolith is the client side, in game, user interfacable mechanism for user content, the backbone of Creo. Eventually, this will allow the user to create biomes, mobs, crafters sounds and more that will effect gameplay for every user. Right now, the monolith only allows for the user to create materials and blocks. For all items, users can choose a name, class (a system that will soon be overhauled), type and stack size. The user can also draw the item. For blocks, the player is also able to set flower spawning, mob spawning, health, fenceness, scalability, luminescence and speed (the liquidity and sapping options do nothing at the time). The player also sets what tools can break the blocks and what items and experience the block drops.
Before any of that, however, the player is given the option to set the recipes that create the item. The player also has a slider that they can use to set the power_ _of the item. The maximum value of this slider is the minimum of the sum of powers of inputs in a recipe minus the sum of powers of outputs in a recipe divided by the number of custom items in the output minus the number of custom items in the input, or the maximum power of 10,000 if no recipes have been created (reflected in the equation shown below [please excuse lapses in mathematical syntax]).
The player can then set the slider to anything below the maximum, because two powerful items creating a crappy item doesn’t result in an imbalance. Of course, the recipe creation system is meant to include custom crafters, not just the standard combiner.
Now that we’re in closed alpha, I’m excited to see what people come up with.
P.S: Yes I know I will get a lot of dicks. I did a small scale testing session with a friend that resulted in a rainbow one.