Industry Update
This update gets Industry systems in place for every item type relevant to the Combat update. This project had been delayed for several years, so it's nice to finally get it in place.
The Lab here (accessible via the main base research area) unlocks both the Industry Lab and the Tools Industry Lab.
Industry Lab
The Industry Lab contains the Boiler (burn things to produce fuel), Fuel Refinery (make better things to burn) and Forge (turn metal ores into metals and precious metal ores into precious metals).
It also now contains unlocks for the Smithy, Anvil and Blast Furnace, all three of which are now also in place. Each of these fixtures has to be unlocked individually, with the Smithy being the most useless on its own.
Tools Industry Lab
In order to actually use the Smithy, Anvil or Blast Furnace, you have to have unlocked the industry use of a specific item type -- in the Tools Industry Lab you can unlock these individually. This will then unlock their use in all Industry fixtures that you've unlocked.
Smithy
Here you can see that with the Smithy, you can pick any of the item specialties that you've unlocked. This menu is identical on the Anvil and Blast Furnace, and in fact is a widget so if I add more industry fixtures it'll be easy to expand it for all item types.
The point of the Smithy is to turn items into metal equivalents. This preserves all their properties but because they're metal, they can now be upgraded on an Anvil or combined together at a Blast Furnace.
Each item costs 10 of a certain elemental metal (based on the item) in order to turn it metallic. The item will then become that metal's element (which is currently not relevant).
Anvil
The Anvil allows you to upgrade an item's properties by feeding it precious metals of the appropriate type. You're not actually feeding it here, this just shows you how many you need for the next menu and if you don't have enough the button won't appear.
Here's a screen that shows you all the upgradeable properties and lets you actually upgrade them by whatever the amount indicated is. Some values will max out after a while -- ranges max out at 10 since that's the size of your viewport so higher numbers probably don't make sense.
All uses of the Anvil cost 5 of the precious metal seen at the top here. when you have less than 5 you'll automatically go back to the previous menu.
Different item types have different properties that you get to target on the Anvil.
Blast Furnace
With the Blast Furnace, you're actually picking two items -- the Main Item (which is the item that'll have its properties changed) and the Absorbed Item, which changes the Main Item's properties and is consumed in the process.
So here you get to do exactly that -- the two items and a button to go to the next menu will appear at the absolute bottom of this menu, as the size of it might be fairly large and it's hard to tell what you're doing.
By default, the new set of properties is an average of the two items. This means that the blast furnace is always improving the main item at least somewhat, though we can do better.
By using the appropriate catalyst if you have it (a Damage catalyst in this case), you can set the value to anything within the range of the two items -- anywhere from 9 to 16.
I picked 16 as it's the obvious choice.
Once forged, the absorbed item is destroyed, as are all catalysts used (the damage catalyst in this case), and the properties have been applied to the main item.
Making Catalysts
In the last update I created the Catalyst Station fixture. With this update, all tool industry unlocks will also unlock the appropriate set of catalysts for it.
If you've forgotten, the Catalyst Station will create catalysts out of Potion Ingredients, though the actual catalysts that are potentially assigned to each individual potion ingredient vary by whatever it is.
Blast Furnace: Quivers and Torches
These work identically to weapons, but are worth mentioning because the properties used are different.
Item Editor
First of all, I added a "Metals" debugging tool. This gives you 100 of each type of metal and 100 of each type of precious metal. This won't be in the final game but it's particularly useful for testing out Industry systems.
You can also pick an item in your inventory here, and do an Item Editor on it:
This will then let you change all properties of the item. Again won't be in the final game (outside of the soul's pivot maybe) but is highly useful for debugging.
Loose Ends Note
This project gets Industry in place for all item types relevant to Combat (weapons, quivers), as well as torches which are straightforward. However in the future it'll also be used on Cyborgs, Lockpicks and Bomb Arms. I haven't gotten to those yet as they're more involved, and there are also a few features missing in industry as a whole, so there'll be another Industry update at some point before Early Alpha 4.
Additionally, it's worth noting that all the fixtures seen recently are the first draft. They definitely look fairly complicated and so aren't necessarily accessible to new players, so their appearance and functionality will probably change in the future.
My development process over the past few years has focused exclusively on getting features into place rather than making them user-friendly. It doesn't make sense to put time into that until the state of the features is finalized so these updates are going to look fairly ugly and/or overcomplicated for a while yet. They'll probably start making more sense in the next state of development, which I'm not far from now. And they'll start to become
extremely polished in the last phase of development.
State of the Project
This is a project I've wanted to do for a very long time. I like the idea of an item system where random loot can be upgraded or loot items can eat other loot items to make something even better. Or put crafted items into either system.
With Industry out of the way, I have a bunch of minor integration tasks and then I'm going to start on the second half of Combat which is actual entities that you fight. This is where the weapons and quivers I've created are going to start making more sense and this long combat project turns into actual game mechanics.