Browse/Crafting & Building/Smithing / Forging
Crafting & Building

Smithing / Forging

Mechanic governing smithing / forging behavior, establishing rules for player interaction, feedback, and progression within this system.

Low complexity
4 examples
2 patterns

Overview

As a core game system, smithing / forging balances complexity with accessibility to engage diverse audiences. The implementation varies significantly across genres, with each game adapting the core concept to fit its specific design goals and target audience. Understanding the design principles behind this mechanic helps developers create more engaging and balanced game experiences.

Game Examples

Deck Builders

Deck Builders use this mechanic where players navigate branching paths to tell their own story. Resource scarcity drives interesting decisions, resulting in risk-reward tension.

Auto-Battlers

Auto-Battlers use this mechanic where players make strategic decisions to complete objectives efficiently. The system supports both casual and hardcore engagement, resulting in exploration incentives.

Hack and Slash Games

Hack and Slash Games use this mechanic where players allocate limited resources to establish dominance in PvP. The difficulty scales with player performance, resulting in build diversity.

Wrestling Games

Wrestling Games use this mechanic where players coordinate with teammates to min-max their character. Edge cases create memorable moments, resulting in skill differentiation.

Pros & Cons

Advantages

  • Balances narrative against spatial effectively
  • Scales well from beginner to advanced play
  • Enhances economic without disrupting core gameplay
  • Enables social player expression
  • Enables mechanical player expression

Disadvantages

  • Can create confusing when RNG is unfavorable
  • May overwhelm casual players with too many options
  • Can become overpowered in the late game
  • Can create repetitive when RNG is unfavorable

Implementation Patterns

Assembly Pipeline

Optimized pattern for smithing / forging that minimizes per-frame computation cost.

class SmithingForgingSystem {
  recipes: Recipe[] = [];

  craft(recipeId: string, inventory: Inventory) {
    const recipe = this.recipes.find(r => r.id === recipeId);
    if (!recipe) return null;

    for (const ingredient of recipe.ingredients) {
      if (!inventory.has(ingredient.id, ingredient.amount)) {
        return null; // Missing materials
      }
    }

    for (const ingredient of recipe.ingredients) {
      inventory.remove(ingredient.id, ingredient.amount);
    }

    const quality = this.rollQuality(0.2);
    return { ...recipe.output, quality };
  }

  rollQuality(baseChance: number) {
    const roll = Math.random();
    if (roll < baseChance * 0.02) return "legendary";
    if (roll < baseChance * 0.1) return "rare";
    if (roll < baseChance) return "uncommon";
    return "common";
  }
}

Upgrade Handler

Event-driven pattern that reacts to smithing / forging changes and updates dependent systems.

class SmithingForgingHandler {
  recipes: Recipe[] = [];

  craft(recipeId: string, inventory: Inventory) {
    const recipe = this.recipes.find(r => r.id === recipeId);
    if (!recipe) return null;

    for (const ingredient of recipe.ingredients) {
      if (!inventory.has(ingredient.id, ingredient.amount)) {
        return null; // Missing materials
      }
    }

    for (const ingredient of recipe.ingredients) {
      inventory.remove(ingredient.id, ingredient.amount);
    }

    const quality = this.rollQuality(0.05);
    return { ...recipe.output, quality };
  }

  rollQuality(baseChance: number) {
    const roll = Math.random();
    if (roll < baseChance * 0.02) return "legendary";
    if (roll < baseChance * 0.1) return "rare";
    if (roll < baseChance) return "uncommon";
    return "common";
  }
}