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{{Devblog Archive
{{Devblog Archive
| number = 4
| number = 7
| title = History and Lore of WalkScape vol 1.
| title = Crafting in WalkScape - The Basics
| date = January 9, 2023
| date = February 20, 2023
| source = https://www.reddit.com/r/WalkScape/comments/107b4as/devblog_4_history_and_lore_of_walkscape_vol_1/
| source = https://www.reddit.com/r/WalkScape/comments/1172yxv/devblog_7_crafting_in_walkscape_the_basics/
}}
}}


== History and Lore of WalkScape, vol. 1 ==
== Crafting in WalkScape - The Basics ==


Hi! Today we will be doing some worldbuilding. Because there is so much to cover, I've decided to divide this into several blog posts. In addition, I'd like to get comments and develop the worldbuilding as we go.
Welcome back, my fellow '''walkers'''! Today, we're going to delve into one of the most exciting features of WalkScape: crafting. According to your feedback from the survey, many of you are eagerly anticipating this mechanic, and we can't wait to show you what we've been working on.


Remember, my English isn't flawless, and while it's rather easy for me to write "proper" English, I'm still weak at creative storytelling. I'm searching for a professional writer who will be in charge of actually creating a lot of engaging and nice material for the game. Or I might be using an AI to make the texts more fluent.
Before we dive in, though, we should mention that this dev blog is divided into two parts. In this post, we'll go over ''the basics of the crafting system'', while the next part will unveil some of the UI elements. But don't worry, we'll still give you plenty of juicy sneak peeks in this post too!


You should look at this map and have it handy because I'll be talking a lot about geography and places:
Now, let's talk crafting. Though the system isn't fully developed yet, we've been burning the midnight oil to get it ready for this blog. (If you want to help us stay awake and alert, feel free to  [https://meacoffee.com/walkscape buy us a cup of coffee]!)


[[File:DevBlog_004_Image_01.jpg|thumb|center|The World Map, once again]]
So, how does the crafting system work, you ask? Buckle up and get ready to learn!


Each region in the game has a main quest associated with it, with several results based on your choices. The decisions you make will have an impact on the plot, but they will not exclude you from any meaningful content. Some special things can be obtained through quests, however those that you did not obtain can be obtained through other means, but it may be time consuming and difficult. Following that, I shall tour the various locations of the Western Continent.
== The Basics ==


=== Jarvonia ===
Designing the crafting system was no easy feat. We went through multiple bad design iterations before landing on a solution that we think is pretty darn good. We wanted to make sure the system was as flexible and intuitive as possible, and let's just say it took us a while to get there.


You will begin (for the time being) as a player in Jarvonia, which is located on the map's northwestern edge (green labels). It is well-known for its long, dark winters and short summers. Prior to the establishment of the Arena in Middlecrest, it was the home of the Norsacks, who were largely nomads and were regarded as barbarians. With the arrival of more settlers to Jarvonia, the Norsacks were largely pushed out of their lands and had to adjust to a more sedentary lifestyle.
Crafting in WalkScape depends on '''services''' that are provided by various locations throughout the game. For instance, forges allow you to process ores into bars, sawmills let you make logs into planks, kitchens enable you to cook food, and workshops let you create new items. You can find all these services listed in the location view. Let's not forget about all the NPCs, shops, and banks that are available too!


Jarvonia is now politically renowned as being strictly religious, but not for the godlike entities that reside at the Ethereal but for their own practices. They are somewhat isolationist due to their differences, yet they rely significantly on the food trade from the South.
[[File:DevBlog_007_Image_01.png|thumb|center|Choosing how many items to craft.]]


Kallaheim, a gigantic stronghold on the banks of the Winter Waves, is Jarvonia's capital. Kallaheim has a lot of fish and minerals. As such, Kallaheim has become an integral part of Jarvonia's economy, as it is able to provide them with the resources they need to remain self-sufficient and further their isolationist ideology.
At first, we designed the location view so that choosing a service would take you to the crafting UI for that particular skill. But then we realized, what if you want to check out recipes and requirements when you're not in a location that provides that particular service? So, we made the crafting UI accessible from any location. ''Problem solved''.


Jarvonia is ruled by a religious brotherhood rather than a ruler. The major plot of Jarvonia will be strongly related to the succession crisis in Wallisia, while also learning about their peculiar religion and making decisions about becoming more open to Wallisia's influence or remaining isolationist.
[[File:DevBlog_007_Image_02.png|thumb|center|You can access the Crafting UI from "global navigation".]]


:Kallaheim was a grand structure, stretching far along the rocky shorelines of the Winter Waves. Its ancient stones stood dark as obsidian in the light of the setting sun, creating an imposing silhouette against the sky. On the banks of the river, wooden docks were bustling with fishermen, carrying large nets full of freshly caught fish. The atmosphere was one of industry and prosperity, a welcome respite from the snow-laden mountains in the distance.
Now, from the crafting UI, you can select whatever crafting related skill you want, and either get a list of materials or recipes. The material listing only shows you the materials in your inventory that have a recipe in the selected crafting skill, while the recipe view displays a full list of crafting recipes. It's super intuitive, if we do say so ourselves.
:
:The stronghold had been constructed centuries ago by a powerful monarch, who wished to turn Jarvonia into a religious state. To this end, a grand monastery had been erected on the site of an ancient temple, long forgotten by time. The Norsack gods still lingered in their halls and chambers, bringing to life their centuries-old customs and beliefs. While some factions of the monastic order wished to remain isolated from Wallisia and its many influences, others felt that it was time to open up and embrace progress."


=== Grand Duchy of Trellin-Erdwise ===
[[File:DevBlog_007_Image_03.gif|thumb|center|Changing the chosen skill is very easy.]]


The Grand Duchy of Trellin-Erdwise (GDTE for short, blue labels) extends east from Jarvonia and is generally autonomous but answers to the Empress in the south. It was historically made up of two duchies, Trellin and Erdwise, which were joined during the several conflicts that occurred prior to the construction of the Arena. The two dukes reign as a diarchy after the merger. With the unification of Trellin and Erdwise, the people in this region enjoyed a period of stability and peace.
Let's say you want to craft copper gear. You simply open up the crafting UI (either by clicking on a forge service, which opens the crafting UI with the smithing skill already selected, or from the global navigation menu), and then select the copper bar. The recipe view will then filter out all of the recipes that ''don't use copper bars'', making it easy for you to find exactly what you're looking for.


GDTE is most recognized for its swamplands and hardy people. They have perfected swamp survival. There is also a sizable halfling population in the area. This halfling population brought with them a wealth of knowledge and expertise, particularly in the areas of agriculture and engineering.
[[File:DevBlog_007_Image_04.png|thumb|center|Filtering the recipes to only show ones using copper bars.]]


Trellin is administered from Granfiddich, while Erdwise is governed from Bilgemont. There is some debate in GDTE because Erdwise is immensely wealthy due to its extensive trade with the wizards of Ewerethien via its two ports (Bilgemont and Blackspell).
The crafting UI will also include features such as sorting, filters, and search functionality to make it easier for you to find exactly what you're looking for.


The major narrative of GDTE will revolve around the disparity between the two duchies. There could be a lot more going on than you think. Trellin's people, who are comparatively less well-off, are becoming resentful of Erdwise and its wealth.
Designing a flexible and intuitive crafting system for a mobile game was no easy feat, but we're pretty happy with the result. We hope you'll find it easy to use and enjoyable to craft items in WalkScape.


:The situation between Trellin and Erdwise had become increasingly tense, as the people of Trellin resented the wealth and power of their neighbors. Word spread through Granfiddich's taverns about tales of opulence from Erdwise, prompting new aspirations among some to overthrow them. Meanwhile, rumors continued to circulate about the lucrative deals that had been made between Erdwise and Ewerethien mages.
== Crafting System ==
:
:In light of this unrest, the two dukes met in private to discuss a way forward. Knowing full well that a conflict could destabilize both countries, they agreed to try and find a diplomatic solution first. To this end, they invited representatives from both sides to gather at the Arena in Middlecrest to attempt mediation.
:
:The stage was set for a war that would decide not only who was ruler over these states but also what kind of realm would emerge from its ashes: one open to shared prosperity, or one that is driven by greed?


=== Empire of Wallisia ===
Now that we've got the basics of the crafting UI out of the way, let's dive into the nitty-gritty of the crafting system itself. Buckle up, dear walkers, because it's about to get crafty in here.


Wallisia is located south of the GDTE, and Middlecrest is the capital of the entire Western Continent (red/pink labels). The Empress currently rules Wallisia.
[[File:DevBlog_007_Image_05.png|thumb|center|A breakdown of everything that goes into making a jam sandwich in the game.]]


You might have noticed that the arena construction has been mentioned several times. Arenum's timeline can be divided into two parts: before the arena and after it.
When you select a recipe, the UI breaks down all the important details you need to know. You can adjust the slider to determine the number of items you want to craft, see how many real life steps are needed for the crafting process, and view how much experience you'll earn and what level your skills will reach. But if you're not one for crunching numbers, no worries, you can always just focus on crafting the item.


Prior to the Arena, the population, particularly in the West, was constantly at war. After the Wallisians conquered Wrentmark, Galeforge, and GDTE, the reigning emperor decided to construct the arena as a memorial to his victory but also as a sign of future wars being resolved in a different, although still violent, manner. The Arena provided a place where two or more parties could settle their grievances without involving the general population.
One of the standout features of the WalkScape crafting system is the use of fine materials. These materials can be swapped in for regular materials to improve the quality of the crafted item. For example, if you're crafting a bronze helmet, using fine bronze bars will make it much more likely that you'll end up with a higher quality item. If you want to know more, be sure to check out the [https://www.reddit.com/r/WalkScape/comments/10j8z02/devblog_5_unearthing_the_secrets_of_the_item/ previous development blog] where items were covered in more detail.


Arena is still very popular in the West, and it is also frequented by fighters and spectators from all of the other fantasy races in the East. There is also a period of calm and stability. The Arena has been seen as a symbol of unity in a region previously divided by war and animosity.
Some recipes may allow more than one option for a material. Take fish soup for example, there are numerous cooked fish options that can be used to create the soup.  But don't worry about the hassle of choosing the best materials. WalkScape's crafting system has got your back! Using a smart algorithm, the game automatically selects the best materials you have available to craft your item. Also, if you've got some fine materials on hand, the game won't automatically use them up if you have other options available, giving you the flexibility to save them for later when you really need them. So sit back, relax, and let the game take care of the details while you focus on crafting your perfect item.


The Empress is already old, and Wallisia's main story will be about the succession issue she thinks will occur after her death. She wants to maintain the empire intact, which may be impossible if a severe crisis happens. GDTE, Wrentmark, and Galeforce may seek independence once more. She has three sons: oldest one feels that he is destined to join the religion in Jarvonia, and then the younger twins might battle for the throne, making the whole succession process a disaster.
[[File:DevBlog_007_Image_06.png|thumb|center|Crafting some delicious jam.]]


Crafting in WalkScape isn't just a way to create powerful gear and items, it's also a means of motivation to get you moving. One of the key design targets for the crafting UI was to make it appealing to do some walking. By showing you the rewards, experience, and level you can achieve by crafting certain items, you can plan ahead your walks and get motivated to achieve your goals.


Imagine seeing that you'll need to walk 5520 steps to level up your cooking from 10 to 15. It's a great way to keep yourself motivated and track your progress towards your crafting goals. Whether you're creating powerful gear for yourself or baking a delicious cake to gain some buffs, crafting is a great way to stay active.


:The aged Empress of Wallisia was feeling her mortality and the impending end of her reign. Her ailing heart weighed heavy with the knowledge that she had to find a solution to keep her empire from collapsing in chaos after her death. With multiple factions tensions escalating, she knew it would be difficult.
But that's not all - as with everything else in the game, crafting also has the potential to yield super rare special drops. In addition to the rewards from the recipe, you might just stumble upon a crafting chest filled with secrets. So not only can you create powerful gear, but you can also score some juicy special rewards along the way.
:
:The Empress had three sons: an eldest whose curiosity for the religion in Jarvonia had shifted his interests away from taking the throne; then there was a set of younger twins who each coveted the title of emperor. The siblings' rivalry for the crown caused a palpable tension within the palace walls.
:
:What was to become of the Empress and her vast empire? The looming succession crisis that hung over the royal family was feared to have only one resolution: a massacre that would end any hopes of preserving her father's dynasty.


=== Wrentmark ===
== Deep dive into fine materials and qualities ==


Wrentmark, which is rich in gold and other precious minerals, is largely responsible for Wallisia's wealth. Wallisia is largely made up of agriculture and large cities, whereas Wrentmark has mountains and caves filled with riches. Wrentmark has been a source of wealth and power for Wallisia ever since it overcame it, providing the Empire the resources it needs to grow economically and industrially.
Let's dive deeper into the fascinating world of fine materials and item qualities in WalkScape. Fine materials are like the diamonds of the game; they are rare and precious. Obtaining them is no easy feat, but once you have them, they can significantly impact the quality of the items you craft. You can't just rely on luck to get them efficiently though, as the chances of gaining fine materials go up as your skill level, gear, and other modifiers increase.


Wrentmark's scenery is more desert-like, and it is recognized for its scorching temperatures. Wrentmarkians are well-known for their outstanding merchants and craftsmanship.
But why are '''fine materials''' so important? Well, they can make a huge difference in the outcome of your crafting. For example, if you're refining copper ore to bronze bars, using fine copper ore will result more often in fine bronze bars. It's like adding a dash of premium spice to your cooking - it elevates the entire dish.


Wrentmark is a minor part of the Western Continent. It was conquered by the Empress's father prior to the construction of the Arena. Its main plot will revolve around its disagreements with the Empress and the gripping rulership of the Wallisian Empire.
[[File:DevBlog_007_Image_07.png|thumb|center|Normal materials and their fine counterparts.]]


'''Item qualities''', on the other hand, are another game-changer. As we mentioned in a previous development blog, the quality of the item you craft can significantly impact its performance. A basic bronze helmet might only have the base stats, while an eternal bronze helmet has five bonus modifiers on top of the base stats. The higher the quality of the item, the more bonus modifiers it will have. And just like with fine materials, your chances of crafting higher quality items increase with your skill level, gear, buffs, and the use of fine materials.


But why add fine materials and item qualities to the game in the first place? Well, it's all about making the crafting experience more exciting and engaging. Rather than just mindlessly gathering materials and crafting the same item over and over again, WalkScape offers a deeper level of strategy and planning. You can use gear, buffs, and other modifiers to increase your chances of obtaining fine materials and crafting higher quality items. It's like a game within a game, and adds a whole new level of excitement to the crafting experience.


:As one of the most powerful states in Western Continent, Wrentmark has been under the control of Wallisia for many years. The inhabitants of Wrentmark are proud merchants who are fiercely loyal to their people and consider themselves part of a family-like community. They have a vast appreciation for their own culture and customs, something that is not always shared with those from other parts of the world.
Now, you might be thinking, ''"Wow, that sounds really complicated!"'' But don't worry, we have made sure that the crafting system is as simple and user-friendly as possible, while still being deep and rewarding. The UI allows you to easily choose your recipe and desired quantity, while also providing the option to go deeper and view details like experience gained and crafting level.
:
:When Wallisia conquered Wrentmark and gained control over its resources and a peace was made, tension immediately began to mount between the two states. Over time, this conflict has become increasingly heated as each sides jockey for power and influence within Wrentmark.
:
:Currently, there is an ongoing power struggle between the Empress and her sons regarding who will succeed her as ruler of Wallisia. Should the succession crisis reach a breaking point, there is a distinct possibility that Wrentmark may secede from Wallisia's rule and return to being an independent state once again. This could lead to further division among realms on the Western Continent, as well as increased conflict between them. Such a situation could have serious implications for future relations between Wallisia and Wrentmark, as well as for peace within the continent at large.


=== Galeforge ===
== Until next time ==


Galeforge, another major attraction, was formerly an independent city state that ruled over the huge archipelago. Galeforge is extremely wealthy because of the vast richness of the islands, yet it has always lived under the shadow of the Ethereal.
That concludes our development blog for today! We hope you found it informative and exciting. As always, we're dedicated to bringing you the best possible experience in WalkScape, and I hope to hear what you guys think about the systems revealed here.


Galeforge's scenery, in addition to the amazingly beautiful city, is the archipelago, which might be better avoided due to the Ethereals living inside the Celestial Rim. Ethereals are sort of demi-gods in the world of Arenum, who don't want to be disturbed and may attack anyone who invades their space. Ethereals have always been respected by Galeforges people, although they do not usually intervene in human affairs.
Over the next two weeks, I'll be putting the finishing touches on the crafting system, and we can't wait to share more updates about it in the next development blog.


Galeforge had a large army before the Empress's father conquered it, and its city is designed like a fortress. Galeforge's major plot will center around learning more about the Ethereals and what's truly going on in the Archipelago. It might even provide insight into why the Ethereals have chosen to remain silent and aloof and what it will take for them to reveal their true intentions.
In the meantime, we hope you have a fantastic Monday and a great week ahead! Keep walking, and we'll see you in the next blog post.


=== The Game ===
PS. Remember that if you want to get notified about game updates, you can subscribe to our [https://walkscape.substack.com/ newsletter] and follow us on [https://twitter.com/walkscape Twitter]. Members from [https://www.buymeacoffee.com/walkscape Buy me a Coffee] and [https://www.patreon.com/WalkScape Patreon] also get access to an exclusive Discord channel where we share more sneak peeks and discuss game mechanics in more depth.
 
So, there's a general explanation of several regions in the game's world. My goal is to have a familiar fantasy setting with a variety of fantasy races. And the Western Continent is an excellent starting place because it is primarily made up of humans. Humans in this setting form the majority of the population, though other races exist and are integral to the game's later story.
 
But how does this all play out in the game? You'll be able to learn more about the lore and stories of these locales by completing quests and, of course, visiting the areas and speaking with the inhabitants. I'm thinking about adding collecting tomes to the game, which will provide more story bits as you travel around the lands. Through these various elements, players can immerse themselves in the world's history and create a deeper understanding of the people, places, and cultures within the game.
 
Middlecrest is incredibly essential in terms of game mechanics, and it serves as the major hub for the entire game. In addition, the Arena isn't there just for the story's sake—you can fight there as well! I would like to see PvP tournaments in Middlecrest at some point.
 
=== Until next time ===
 
That concludes this post! Please leave a comment if you have any good story proposals, feedback, questions, or anything else! I'll continue the lore blog entries later, but next time we'll look at something related to the game itself. Ewerethien, Ethereal (and the Immortal Circle), and Braemercia are likely to be covered in the upcoming lore pieces. I'm looking forward to telling more about the interesting stories that Ewerethien, Ethereal and Braemercia have to offer. See you later!
 
And by the way, I used AI to fix grammar and spelling errors in this post. It'd be interesting to hear if it's written better than the previous posts.

Latest revision as of 02:21, 15 June 2026

DevBlog #7: Crafting in WalkScape - The Basics

Posted: February 20, 2023

Summary: Year summary

Crafting in WalkScape - The Basics

Welcome back, my fellow walkers! Today, we're going to delve into one of the most exciting features of WalkScape: crafting. According to your feedback from the survey, many of you are eagerly anticipating this mechanic, and we can't wait to show you what we've been working on.

Before we dive in, though, we should mention that this dev blog is divided into two parts. In this post, we'll go over the basics of the crafting system, while the next part will unveil some of the UI elements. But don't worry, we'll still give you plenty of juicy sneak peeks in this post too!

Now, let's talk crafting. Though the system isn't fully developed yet, we've been burning the midnight oil to get it ready for this blog. (If you want to help us stay awake and alert, feel free to buy us a cup of coffee!)

So, how does the crafting system work, you ask? Buckle up and get ready to learn!

The Basics

Designing the crafting system was no easy feat. We went through multiple bad design iterations before landing on a solution that we think is pretty darn good. We wanted to make sure the system was as flexible and intuitive as possible, and let's just say it took us a while to get there.

Crafting in WalkScape depends on services that are provided by various locations throughout the game. For instance, forges allow you to process ores into bars, sawmills let you make logs into planks, kitchens enable you to cook food, and workshops let you create new items. You can find all these services listed in the location view. Let's not forget about all the NPCs, shops, and banks that are available too!

Choosing how many items to craft.

At first, we designed the location view so that choosing a service would take you to the crafting UI for that particular skill. But then we realized, what if you want to check out recipes and requirements when you're not in a location that provides that particular service? So, we made the crafting UI accessible from any location. Problem solved.

You can access the Crafting UI from "global navigation".

Now, from the crafting UI, you can select whatever crafting related skill you want, and either get a list of materials or recipes. The material listing only shows you the materials in your inventory that have a recipe in the selected crafting skill, while the recipe view displays a full list of crafting recipes. It's super intuitive, if we do say so ourselves.

Changing the chosen skill is very easy.

Let's say you want to craft copper gear. You simply open up the crafting UI (either by clicking on a forge service, which opens the crafting UI with the smithing skill already selected, or from the global navigation menu), and then select the copper bar. The recipe view will then filter out all of the recipes that don't use copper bars, making it easy for you to find exactly what you're looking for.

Filtering the recipes to only show ones using copper bars.

The crafting UI will also include features such as sorting, filters, and search functionality to make it easier for you to find exactly what you're looking for.

Designing a flexible and intuitive crafting system for a mobile game was no easy feat, but we're pretty happy with the result. We hope you'll find it easy to use and enjoyable to craft items in WalkScape.

Crafting System

Now that we've got the basics of the crafting UI out of the way, let's dive into the nitty-gritty of the crafting system itself. Buckle up, dear walkers, because it's about to get crafty in here.

A breakdown of everything that goes into making a jam sandwich in the game.

When you select a recipe, the UI breaks down all the important details you need to know. You can adjust the slider to determine the number of items you want to craft, see how many real life steps are needed for the crafting process, and view how much experience you'll earn and what level your skills will reach. But if you're not one for crunching numbers, no worries, you can always just focus on crafting the item.

One of the standout features of the WalkScape crafting system is the use of fine materials. These materials can be swapped in for regular materials to improve the quality of the crafted item. For example, if you're crafting a bronze helmet, using fine bronze bars will make it much more likely that you'll end up with a higher quality item. If you want to know more, be sure to check out the previous development blog where items were covered in more detail.

Some recipes may allow more than one option for a material. Take fish soup for example, there are numerous cooked fish options that can be used to create the soup. But don't worry about the hassle of choosing the best materials. WalkScape's crafting system has got your back! Using a smart algorithm, the game automatically selects the best materials you have available to craft your item. Also, if you've got some fine materials on hand, the game won't automatically use them up if you have other options available, giving you the flexibility to save them for later when you really need them. So sit back, relax, and let the game take care of the details while you focus on crafting your perfect item.

Crafting some delicious jam.

Crafting in WalkScape isn't just a way to create powerful gear and items, it's also a means of motivation to get you moving. One of the key design targets for the crafting UI was to make it appealing to do some walking. By showing you the rewards, experience, and level you can achieve by crafting certain items, you can plan ahead your walks and get motivated to achieve your goals.

Imagine seeing that you'll need to walk 5520 steps to level up your cooking from 10 to 15. It's a great way to keep yourself motivated and track your progress towards your crafting goals. Whether you're creating powerful gear for yourself or baking a delicious cake to gain some buffs, crafting is a great way to stay active.

But that's not all - as with everything else in the game, crafting also has the potential to yield super rare special drops. In addition to the rewards from the recipe, you might just stumble upon a crafting chest filled with secrets. So not only can you create powerful gear, but you can also score some juicy special rewards along the way.

Deep dive into fine materials and qualities

Let's dive deeper into the fascinating world of fine materials and item qualities in WalkScape. Fine materials are like the diamonds of the game; they are rare and precious. Obtaining them is no easy feat, but once you have them, they can significantly impact the quality of the items you craft. You can't just rely on luck to get them efficiently though, as the chances of gaining fine materials go up as your skill level, gear, and other modifiers increase.

But why are fine materials so important? Well, they can make a huge difference in the outcome of your crafting. For example, if you're refining copper ore to bronze bars, using fine copper ore will result more often in fine bronze bars. It's like adding a dash of premium spice to your cooking - it elevates the entire dish.

Normal materials and their fine counterparts.

Item qualities, on the other hand, are another game-changer. As we mentioned in a previous development blog, the quality of the item you craft can significantly impact its performance. A basic bronze helmet might only have the base stats, while an eternal bronze helmet has five bonus modifiers on top of the base stats. The higher the quality of the item, the more bonus modifiers it will have. And just like with fine materials, your chances of crafting higher quality items increase with your skill level, gear, buffs, and the use of fine materials.

But why add fine materials and item qualities to the game in the first place? Well, it's all about making the crafting experience more exciting and engaging. Rather than just mindlessly gathering materials and crafting the same item over and over again, WalkScape offers a deeper level of strategy and planning. You can use gear, buffs, and other modifiers to increase your chances of obtaining fine materials and crafting higher quality items. It's like a game within a game, and adds a whole new level of excitement to the crafting experience.

Now, you might be thinking, "Wow, that sounds really complicated!" But don't worry, we have made sure that the crafting system is as simple and user-friendly as possible, while still being deep and rewarding. The UI allows you to easily choose your recipe and desired quantity, while also providing the option to go deeper and view details like experience gained and crafting level.

Until next time

That concludes our development blog for today! We hope you found it informative and exciting. As always, we're dedicated to bringing you the best possible experience in WalkScape, and I hope to hear what you guys think about the systems revealed here.

Over the next two weeks, I'll be putting the finishing touches on the crafting system, and we can't wait to share more updates about it in the next development blog.

In the meantime, we hope you have a fantastic Monday and a great week ahead! Keep walking, and we'll see you in the next blog post.

PS. Remember that if you want to get notified about game updates, you can subscribe to our newsletter and follow us on Twitter. Members from Buy me a Coffee and Patreon also get access to an exclusive Discord channel where we share more sneak peeks and discuss game mechanics in more depth.