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The Alchemist - Potion Making Tycoon Game

02-13-2017, 02:06 PM
The Alchemist - Potion Making Tycoon Game

So In between making "real" apps to support myself I've been working on a new title called "The Alchemist" (somewhat a working title).

Anyways the game is basically a tycoon type game where instead of selling lemonade or whatever you are the potion brewer for the town. This is somewhat a spinoff of my other Adventure To Fate games and is set in the same universe.

The project is still in pretty early stages but I have the concept mapped out and the general framework of the game completed (it uses quite a bit of the ATF codebase).

Anyways I wanted to start up a little development blog since the project seems far enough at this point and how much I value getting input from the users here since it really helps shape my games.

Here is the initial gist of the game:

You will be taking over the family business as potion brewer/shop keeper for a small town. While you wont be the hero your job is an important one! Instead of being the hero you will be providing potions for the heros that visit your town.

Your responsibilities will be great:
You will be doing things like gathering (to get the materials to brew with).
You will be brewing (making potions for your shop).
You will be selling (deciding which potions to sell in your shop).
You will be researching (things like reading the paper, visiting the tavern, going to fortune tellers?) (research will tell you what potions might be in demand and whatnot).
Buying/Selling materials to optimize profits.

Anyways this is just a little gist of how the game will work lots of other cool things to come.

Here is a little screenshot to give you an idea of the game setup. (note i have hardly worked on design at all so things could look completely different).
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02-13-2017, 02:42 PM
Interesting 👍

02-19-2017, 04:17 PM
Hey guys sorry about the slight delay this is meant to be a daily dev log but I spent the last few days rewriting some of the inventory framework so there wasn't much interesting to share.

Anyways along with the rewrite I've been working on game flow and I think I've landed on how the game will go.

First off you'll start by gathering. You'll have multiple choices on where to gather potion materials each day and as you level and move on to different locations your gathering choices will expand.

Gathering will be the prime way you collect materials to brew and then create potions with.

An example of a gathering location might be the enchanted forest.

As you gather and find materials the list of discoverable materials in that location will fill it self out. You'll have common rare and ultra rare type materials that you can find.

Another thing about gathering locations will be risk. Some are not safe meaning you could be robbed and lose gold but those type of areas might have the best and most abundant materials.

Hopefully this gives some insight on how I'll be designing this aspect of the game.

No screens atm of this but will post them soon.
02-20-2017, 01:58 PM
03-13-2017, 12:06 AM
Ok once again sorry about the delay but ive gone back and reworked quite a few things so while ive been working on the project progress really hadnt gone anywhere since the last few days.

On to the good news/development!

So I have landed on how the actual core potion selling of the game will go (or atleast a good framework).

After you have gathered your materials and brewed your potions youll have a set time you need to open the store at. Once the store is open you will have actual customers that come in and buy the potions you have stocked.

Each of these customers will be based on real adventurers meaning you might get a knight who walks in or a mage or a ranger type deal. The demand for these potions will be based on what they are likely to use meaning that knight that walked in dont have much need for a mana potion but might pay more for a healing potion. this is a pretty general example but hopefully you guys get the idea. Im shooting to have tons of npc types and maybe even monster npcs that buy your potions depending on your shop location.

The above all sounds great but theres not much strategy to it. Thats where research will come in as well as advertising and knowing your shop location.

Research will allow you to perform certain actions to gather information about whats going on in the town. Maybe you read in the paper that there is a quest to slay the fire dragon. In that case it would be best to stock your shop full of fire potions for example.

Anyways hopefully this gives you guys an idea of where I am going with the game. Sorry I dont have much more design stuff done im really just working on the game design and framework programming atm but things should move along a bit quicker now that I have most of that settled.

Feel free to ask any questions or make any suggestions.
03-13-2017, 05:02 AM
Sounds interesting
03-13-2017, 08:31 PM
Ok back to regular daily posting hopefully. /fingerscrossed

Anyways today I worked a bit more on the selling system as well as a few design things.

So I added the pricing system which allows you to adjust how much you want to charge for a potion in your shop. Potions have a set price but if you think the demand is there you can raise the price to see fit or lower it to push old inventory.

Purchases from the customers themselves will depend on of course how much money they have but also things like store reputation and the actual customers "need" for that type of potion. Things like advertising campaigns, Store location, Reputation and Store decorations will all influence the demand for these potions and how much customers are willing to pay. I feel this adds a bit more strategy and challenge to the game.

On top of that I just did some basic Store redesigns from the old game. The below picture is where you would be purchasing Extra materials not where you are actually selling your potions. While the completed version might look nothing like this here is a small look at the shop with some design I'm testing now.
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03-14-2017, 08:58 PM
Potion upgrades!

Today I spent most of the day working on the potion upgrade and research system.

Upgrading / Leveling them up gives them better stats like yield, base sell price, lowers energy/time cost to create them.

Level 1 healing potion recipe: Yield 2-4, base sell price 10, time cost 1 hour, energy cost 10
Level 5 healing potion recipe: Yield 4-8, base sell price 15, time cost .5 hour, energy cost 5

You can levelup/upgrade 2 ways currently. You will naturally level them up by brewing potions for your shop but you can also level them up and find new recipes by investing time in experimenting.

The experimenting process will be an optional activity you can perform after the sales day is over. There are a few different ones like research and marketing. I will touch on those a bit more indepth when i work on the systems.

Again the design isn't really there yet but hopefully this paints a little picture for you guys.
03-18-2017, 10:12 PM
Hey guys just a little progress update.

Over the weekend I worked a bit more on the customer algorithm. Quite a few factors will go into which customers visit your store (again the customer really decides what potions are bought and for how much so they are an important aspect of the game).

To give you a little idea of how these customers are selected it will be dependent on where your store is located, store popularity, the customers that happen to be in town during that time and any advertising you might be doing.

So yea I am testing a few different combos of the above to get everything balanced but once I get this quite a bit of the framework should be complete and I can get started on more ingame content and some design stuff as well.
04-07-2017, 03:51 AM
Hey guys just wanted to post a little update I've again been working on reworking some backend database stuff as well as rewriting some core code.

Here are a few things I finished up over the weekend as well.

Rewrote the character entity to include all new stats for the potion game (had been still based off ATF series).

Fixed the final reporting so it just combines potion types instead of listing them all separate

Make an array of names so that when types of npcs come in their starting name is randomized. Example: Bob the Ranger. (I plan on naming some of these after testers as a type of reward down the road)

As character buy from shop it will now show in the combat log (things like which customers come in what they buy ect.)

added popularity and reputation which will again take part in how many customers come in and how much they are willing to pay for the most part.

Anyways more updates to come!