My experience will contain a multitude of different items players can obtain and craft. Most, if not all are considered crafting materials that you may need to combine with each other at crafting stations to make other items.
This is inspired by TigerCode’s 2011 Roblox game, Christmas Rush, where you are able to grab crafting materials and go to different stations that are used to craft certain items.
I want to achieve something like this, but I’m not exactly sure how to structure everything where it can be a breeze to add more items and stations in the future.
This is one of my most recent drafts.
--[[
This Item module is mostly used for the client when looking into their inventories
and hovering over items for info, but it is also referred to by the Station module
to confirm an item exists.
]]
local item = {
["UnpaintedSmallPart"] = {
Name = "Unpainted Small Part",
},
["UnpaintedMediumPart"] = {
Name = "Unpainted Medium Part",
},
["SmallPart"] = {
Name = "Small Part",
},
["MediumPart"] = {
Name = "Medium Part",
},
}
return item
local station = {
["GlueStation"] = {
-- All the things this station can craft
["UnpaintedMediumPart"] = {
-- All the materials required to craft this object
"UnpaintedSmallPart",
"UnpaintedSmallPart"
},
["MediumPart"] = {
"SmallPart",
"SmallPart"
},
},
["PaintStation"] = {
["SmallPart"] = {
"UnpaintedSmallPart"
},
["MediumPart"] = {
"UnpaintedMediumPart"
},
},
}
return station
Items will have many different states it can be in, such as unpainted and painted as seen above. I’m planning on adding more states such as glowy, sparkly, refined, etc. Though as you can imagine, this will abhorrently fill up as time goes on.
I’ve been stuck on this for a while and my brain can’t seem to comprehend and come up with how I could make this more efficient and not mind numbing. Help appreciated!