Previously on The Crafting and the Restless
We talked about two further differences between Armageddon 1’s crafting system and Armageddon 2’s: item classifications and using a variety of materials per recipe.
We took a look at item classifications and how we can use those to group objects made from disparate crafting recipes and styles to be used by yet other recipes. Hilts, blades, raw materials, each being a classification, could be mixed and matched to form a final sword. Silk, sandcloth, cotton, and other materials could be intermingled to form shirts and pants.
Each recipe could be made using a variety of materials, with the differences being reflected in short descriptions and main descriptions. A figurine of a woman made with wood could have a different short description and main description than that of a figurine made with stone.
However, even with all of the above differences, our syntax can still look just like Armageddon 1:
>craft bone into hilt You create a bone hilt. >craft obsidian into hilt You create an obsidian hilt. >craft silk into shirt You create a silk shirt. >craft sandcloth into shirt You create a sandcloth shirt.
If you use the above syntax, it will work just like it does in Armageddon 1. It will produce an item with the default short description for that crafting recipe. But why not take advantage of the sheer number of different materials and combinations possible when making short descriptions?
Customizing the Short Descriptions
Armageddon 2’s crafting system, as glossed over in a previous blog, allows the player to customize the short descriptions for their items. This is accomplished by adding certain keywords after each craft material to your craft command.
Let’s start with something simple, like adding color to a shirt:
>craft silk:color into shirt You create a blue shirt.
Next, let’s try adding both the color and material to the shirt:
>craft silk:color.material into shirt You create a blue silk shirt.
How about using the type of material instead?
>craft silk:type into shirt You create a cloth shirt.
We accomplish the above by adding special keywords after each material in a crafting recipe. Each keyword pulls a piece of information from the item to assist in building custom short descriptions. The list of keywords thus far include:
- material: The main material in an item. The main material above is silk.
- material type: The type or classification is the main material. The material type of silk is cloth.
- color: The color of the main material. The color above is blue.
- adjective: Create a “having a” adjective. Useful for combining two items and displaying important pieces about each item in the final short description.
Adjectives in short descriptions
>inv You are carrying a length of blue silk and a few amethyst buttons. >craft buttons:material.adjective silk:color.material into shirt You create an amethyst-buttoned blue silk shirt.
We could have used the material type of the buttons instead:
>craft buttons:type.adjective silk:color.material into shirt You create a stone-buttoned blue silk shirt.
Or have made both materials use adjectives:
>craft silk:color.adjective buttons:material.adjective into shirt You create a blue-silked amethyst-buttoned shirt.
A few notes on customizing short descriptions
As you can see from the above examples, you have quite the variety in creating your own short descriptions. However, as with Armageddon 1’s crafting system, you don’t have to. If you want to use the default short description provided by the recipe, just don’t add any keywords to your craft materials.
Because we all love to use shortened versions of commands, you will not have to type out the full keyword. You can shorten it to a few letters, or down to the first letter. Let’s try the syntax from the original, buttonless shirt from above using shortened keywords:
craft silk:color.material into shirt craft silk:c.m into shirt craft silk:color.type into shirt craft silk:c.t into shirt
And from the shirt with buttons:
craft buttons:material.adjective silk:color.material into shirt craft buttons:m.a silk:c.m into shirt
Conclusion
While we are keeping the spirit of Armageddon 1’s crafting system, we are expanding the underlying code base to offer a truly rich environment where players customize their surroundings and items to their hearts’ content.
This is all for now on the crafting system. There are more things to blog about crafting down the road, including item quality, and the skills and tools that will be used by crafters. However, in the mean time we’ll have blogs about doors, windows, and locks and how they will work in Armageddon 2.
Thanks for reading, and have a great weekend!

