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Sword crafting#3218

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careeoki wants to merge 5 commits into
PixelGuys:masterfrom
careeoki:sword
Open

Sword crafting#3218
careeoki wants to merge 5 commits into
PixelGuys:masterfrom
careeoki:sword

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@careeoki

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progress to #3147 (or maybe this closes it idk)

Adds procedural swords, but all you can do with them is attack some leaves. You can make a variety of shapes: (stats in this image are old)

image

I tried my best to balance it but it's kinda impossible without combat to test it with. Also I have a hard time getting the numbers how I'd like with the new sum and averaging stats. But as you would expect, light swords are fast with lower damage, heavy swords are slow with higher damage.

"shortsword" shape
image

"broadsword" shape
image

Other things:
Currently we have a damage parameter for tools. It's scaled for blocks, and the numbers would be way too high for a weapon.
Should we split "damage" into "block damage" and "attack damage?" Because I think you should be able to use tools to attack, for the sensible ones like axes and sickles, but also the silly ones like your pickaxe or shover.
And also vice versa, your sword should let you cut through foliage.

It would be nice if we could have #1068 so you would craft swords at an anvil instead of the workbench. But I don't know if it's a blocker.

@DellieDelta

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If possible I'd keep damage the same for blocks and attacks, to me that makes sense. But that would mean adjusting the scaling for tools

@IntegratedQuantum

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I just player around a bit, and overall it's pretty good. How it maps to the texture is a bit odd, but I think it is fine given the restrictions (we should consider a larger grid for swords in the future).

One thing that stuck out to me though is that you can get much lower swing time if you move stuff to the tip, e.g. compare the following two swords:
Screenshot at 2026-06-13 18-12-15
Screenshot at 2026-06-13 18-11-25

Another small suggestion: Currently it is not viable to place connections on the outer sides, since they are only one pixel wide. Maybe you could use the overlay to increase their size to make them viable connections?

@Argmaster

Argmaster commented Jun 13, 2026

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Can we make the slots responsible for the quillon optional so we can make swords that look like katanas?

@careeoki

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Can we make the slots responsible for the quillon optional so we can make swords that look like katanas?

Sure yeah
image

@careeoki

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One thing that stuck out to me though is that you can get much lower swing time if you move stuff to the tip, e.g. compare the following two swords:

I really tried to fix this but I can't figure it out. I don't know how to get the numbers to do what I want them to do. I would appreciate someone else's help

Another small suggestion: Currently it is not viable to place connections on the outer sides, since they are only one pixel wide. Maybe you could use the overlay to increase their size to make them viable connections?

The reason I didn't do this is because it made these two shapes look identical when they are mapped to the texture:
And that just felt weird, so I made the outer slot pixels 1-wide. But if you want, I can change it.

image image

@IntegratedQuantum

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Hmm, I think that's not a big deal, as long as they look different when they contain different materials.

@careeoki

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Hmm, I think that's not a big deal, as long as they look different when they contain different materials.

Alright, I got that to work

image

@IntegratedQuantum

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Can you add this one missing pixel?
Screenshot at 2026-06-13 22-01-33

@careeoki

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Can you add this one missing pixel?

Done, also fixed a few other edge cases

@ZigguratV

ZigguratV commented Jun 13, 2026

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If possible I'd keep damage the same for blocks and attacks, to me that makes sense. But that would mean adjusting the scaling for tools.

I think creatures/entities could start with some defence, making the tool and weapons use the same damage parameter but generally higher damage on weapons. Perhaps axes and hands and logs might need a rebalance somehow even in such a situation...

@Crepestrom

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i think we could take a bit from groundeds combat
its sytem of blocks parrys and fighting just is quite fun

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6 participants