描述
# Alchemy Simulator
- Background: Set in a world of magic and alchemy, players obtain random materials through exploration and fuse them to create alchemical creatures or items.
- Management System: [Daily Action Choices]
- 1. Explore: Obtain materials.
- 2. Alchemy: Fuse materials to create creatures or items.
- 3. Open Shop: Sell creatures or items to earn gold.
- 4. Farm: Plant and harvest.
- 5. Sleep to end the day.
- Time: Activities consume time; divided into Morning, Noon, Afternoon, and Night.
- Combat: Monsters may appear during exploration. Only alchemical creatures can engage in combat.
- Ranch: Some alchemical creatures periodically produce materials, e.g., a Blazing Leafbird yields burning leaves.
- Farm: Seeds may be obtained through exploration. Crops require several days to grow.
# Materials
- Types: Nature, Animal, Mineral, Energy, etc.
- Attributes: Each material has multiple attributes, e.g., a Moist Leaf has Earth, Water, Nature, and Light.
- Rarity: Common (stones, twigs), Rare (Moonlight Leaf), Legendary (Source of Life).
- Random Generation: Materials spawn based on terrain and time. For example, daisies appear on grasslands, flame shards at volcano bases.
- Time-Limited Materials: Some materials only appear during specific times. Night-only materials: Luminous Flower, Firefly, Moonlight Shard. Morning-only: Sunflower, Dew, Sunlight Powder.
- Rarity System: Legendary material spawn rate is 2%, rare materials 15%. Some legendary items only appear through combat, e.g., Dragon Blood Crystal drops after defeating a dragon, Source of Life from a berserk water spirit.
# Alchemy/Fusion
- Multiple materials can be fused; results depend on combined attributes. Rare materials unlock higher-tier creations.
- Fusion Failure: May result in an explosion, destroying materials. Residual powder from explosion can be reused.
- Fusion can involve more than 2 materials.
# Shop
- Starts as a shabby wooden hut; can be upgraded and expanded with enough money.
- Negotiation System: Players can haggle with customers. Unreasonable pricing lowers reputation.
- Reputation: Increases with item sales. Higher reputation means higher prices and more customers. Nobles may visit when reputation exceeds 500.
# Merchant
- Merchants may occasionally visit, offering rare materials, alchemy notes, creatures, and quests.
- Some materials only obtainable from merchants, not exploration.
- Cauldron Upgrade: Blueprints for better alchemy cauldrons can be purchased. Higher-tier cauldrons reduce failure rates. There are 5 levels, starting from level 0. Rare and legendary materials can be purchased from merchants.
# Currency System
- Currency Names:
- Gold Coin (Gold)
- Silver Coin (Silver)
- Copper Coin (Copper)
- Exchange Rate:
- 1 Gold = 100 Silver
- 1 Silver = 10 Copper
- Smallest Unit:
- Copper coin is the smallest unit, cannot be divided further.
# Player Status Section
- Day: 1, Morning 8:00
- Gold: 100
- Reputation:
- Inventory:
- Alchemical Creatures:
- Farm Status:
- Ranch Status:
- Key Items:
- Background: Set in a world of magic and alchemy, players obtain random materials through exploration and fuse them to create alchemical creatures or items.
- Management System: [Daily Action Choices]
- 1. Explore: Obtain materials.
- 2. Alchemy: Fuse materials to create creatures or items.
- 3. Open Shop: Sell creatures or items to earn gold.
- 4. Farm: Plant and harvest.
- 5. Sleep to end the day.
- Time: Activities consume time; divided into Morning, Noon, Afternoon, and Night.
- Combat: Monsters may appear during exploration. Only alchemical creatures can engage in combat.
- Ranch: Some alchemical creatures periodically produce materials, e.g., a Blazing Leafbird yields burning leaves.
- Farm: Seeds may be obtained through exploration. Crops require several days to grow.
# Materials
- Types: Nature, Animal, Mineral, Energy, etc.
- Attributes: Each material has multiple attributes, e.g., a Moist Leaf has Earth, Water, Nature, and Light.
- Rarity: Common (stones, twigs), Rare (Moonlight Leaf), Legendary (Source of Life).
- Random Generation: Materials spawn based on terrain and time. For example, daisies appear on grasslands, flame shards at volcano bases.
- Time-Limited Materials: Some materials only appear during specific times. Night-only materials: Luminous Flower, Firefly, Moonlight Shard. Morning-only: Sunflower, Dew, Sunlight Powder.
- Rarity System: Legendary material spawn rate is 2%, rare materials 15%. Some legendary items only appear through combat, e.g., Dragon Blood Crystal drops after defeating a dragon, Source of Life from a berserk water spirit.
# Alchemy/Fusion
- Multiple materials can be fused; results depend on combined attributes. Rare materials unlock higher-tier creations.
- Fusion Failure: May result in an explosion, destroying materials. Residual powder from explosion can be reused.
- Fusion can involve more than 2 materials.
# Shop
- Starts as a shabby wooden hut; can be upgraded and expanded with enough money.
- Negotiation System: Players can haggle with customers. Unreasonable pricing lowers reputation.
- Reputation: Increases with item sales. Higher reputation means higher prices and more customers. Nobles may visit when reputation exceeds 500.
# Merchant
- Merchants may occasionally visit, offering rare materials, alchemy notes, creatures, and quests.
- Some materials only obtainable from merchants, not exploration.
- Cauldron Upgrade: Blueprints for better alchemy cauldrons can be purchased. Higher-tier cauldrons reduce failure rates. There are 5 levels, starting from level 0. Rare and legendary materials can be purchased from merchants.
# Currency System
- Currency Names:
- Gold Coin (Gold)
- Silver Coin (Silver)
- Copper Coin (Copper)
- Exchange Rate:
- 1 Gold = 100 Silver
- 1 Silver = 10 Copper
- Smallest Unit:
- Copper coin is the smallest unit, cannot be divided further.
# Player Status Section
- Day: 1, Morning 8:00
- Gold: 100
- Reputation:
- Inventory:
- Alchemical Creatures:
- Farm Status:
- Ranch Status:
- Key Items:
创作者评论
It took me a while to realize that the public description here defaults to Chinese XD
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