Replies: 9 comments 14 replies
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@jeremyckahn mentioned possibly using the field that already exists, so an idea that comes to mind with that is to spawn rocks on the outside edges of the field. tapping them could mine them, and what comes out would be based on a random spawn chance. another idea that comes to mind is to have an area similar to the field in which rocks spawn. mining them could work with a similar mechanic. i imagine with either we could have rocks of different types that drop different items, and maybe take different amounts of effort to crack. |
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I like the idea of spawning rocks and tapping to mine them! I'm not sure if the side of the field is the place for them, as larger fields on smaller screens are already a bit tight. Your idea got me thinking about how mining might be more closely integrated with the farming mechanics. Similarly to how crops are planted, what if there was a similar mechanic for ores? Off the top of my head, I could see a "Summoning Pebbles" item that you plant similarly to a seed, but requires no water and results in a randomly-chosen ore after a few days. We could even have tiers of Summoning Pebbles that result in different tiers of resulting ores. I think what I've suggested could use some refinement (🙃), but I'd like to explore the path of integrating mining into the field a little further. It's worth mentioning that what I'm suggesting could make the field a bit cramped, but this could be mitigated by additional field expansion (#86). |
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With Rainbow Cows/Milk/Fertilizer, Farmhand is already going in a pretty "magical" direction and I quite like that. 🙂 I'd like to go further down this path, as I think fanciful design aspects will make this game more fun that if we tried to keep it more of a simulator. I also like how the game becomes more fanciful as it progresses; I think it serves as a nice surprise for players. I think we should be open to Farmhand becoming very disconnected from reality (in a good way) for the late/meta game. 🪄
This is really interesting! Maybe instead of buying Summoning Pebbles from the shop, ores could be dug up from empty plots? I'm thinking that an empty plot could be excavated once per day, and an excavated plot may or may not yield an ore, rock, or some other treasure. An excavated plot would be unusable for anything (including planting crops) until the next day once it resets. |
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There is now a Mining Project to track the work for this feature: https://github.com/jeremyckahn/farmhand/projects/5 |
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i just started to work on #135 and it feels a little bit lackluster to stop at just having ore. it's definitely some scope creep, but i think we should add in "ingots", or more simply "bars" of materials to the workshop. we could make this an unlock for selling lots of ores so that it isn't all available at the same time. maybe we can think of a few other workshop items those can also be used for. i can't help but mention a "smelter" as well for the production of these ingots, and possibly other things in the future (maybe some other field tools even?). i imagine once the shovel is unlocked, the smelter could become available for sale in the shop, and having it + N number of ore sold would be the unlock req for the ingots. the smelter could just be something that is bought and unlocks the path to more recipes, i don't think it needs any sort of new screen or interface. |
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I think making tabs Is a good idea |
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1 new area You use powdered coal and not coal |
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hey @jeremyckahn we mentioned coal and filed an issue for it, but we never talked about where it comes from. is it just another item that can be dug up? |
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您的邮件已收到,谢谢
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A place to discuss how mining could work in Farmhand
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