Crafting System

Building a crafting system from scratch is surprisingly complex. You need inventory management, recipe validation, ingredient checking, success probability calculations, timed crafting queues, material consumption logic, and UI to tie it all together. In most engines, that is weeks of work before players craft their first sword.

Let Players Craft Items Without Writing Inventory Code

Building a crafting system from scratch is surprisingly complex. You need inventory management, recipe validation, ingredient checking, success probability calculations, timed crafting queues, material consumption logic, and UI to tie it all together. In most engines, that is weeks of work before players craft their first sword.

CraftMyGame handles all of this. Define your recipes in a visual form: input items, output items, crafting time, success chance. The system automatically checks inventory, consumes materials, calculates outcomes, and creates items. You focus on game design, not data structures.

Recipe Configuration That Makes Sense

Set up any crafting recipe your game needs through simple form fields. No scripting required.

Multiple ingredients — Combine wood, iron, and leather for a battle axe. The system validates that players have everything before crafting starts.

Chance-based outputs — Create risk and reward. 90% chance for a basic sword, 10% chance for a rare enchanted version from the same recipe. Great for keeping late-game crafting exciting.

Consumed vs. retained materials — Hammers stay in inventory, ores get consumed. Toggle this per ingredient to create tool-based crafting systems.

Multiple outputs — One crafting action produces a sword plus leftover scrap metal. Useful for realistic resource loops.

Recipe categories — Organize recipes into Weapons, Potions, Armor, or your own custom categories. Players see a clean, filterable crafting menu.

Control Crafting Pace to Match Your Game

Different games need different crafting speeds. Configure timing to match your design.

Instant crafting — Quick items like bandages complete immediately. Perfect for action games where players craft mid-combat.

Timed crafting — Complex items take seconds to craft with visible progress bars. Creates anticipation and strategic choices in survival games.

Concurrent crafting — Let players queue multiple items at once. Set a limit or allow unlimited parallel crafting.

Batch crafting — Craft 10 health potions in one action instead of clicking 10 times. Respects your time and your players' time.

Station Requirements Add Depth (Optional)

Make crafting location-dependent to encourage exploration and base-building.

Enable station requirements and players must stand near designated crafting entities to use certain recipes. Forges for metal gear. Alchemy tables for potions. Workbenches for tools.

How it works: Toggle "Require Stations" in settings. Mark any entity as a crafting station. Assign recipes to specific station types. The system handles proximity detection automatically.

Or disable stations entirely for games where players craft from their inventory anywhere on the map.

Branching Conversations Without Managing State Machines

Dialogue systems in traditional engines require tracking conversation state, remembering which options players selected, checking conditions before showing choices, and triggering game events from dialogue. Most developers spend more time debugging dialogue flow than writing actual dialogue.

CraftMyGame gives you a structured conversation builder. Create characters, write dialogue nodes, add player choices, connect them together. Attach actions to any choice: give items, update resources, start quests. The system tracks state and conditions automatically.

Characters Players Remember

Give your NPCs personality before writing a single line of dialogue.

Named characters — Each NPC has a name that displays in the dialogue UI. Players know who they are talking to.

Character colors — Assign colors for visual distinction. In multi-character scenes, players instantly recognize speakers.

Cast management — Build your full roster of NPCs in one place. Reference any character as a speaker in any conversation.

Create your characters first, then assign them as speakers in dialogue nodes. The UI handles portraits and name display automatically.

Conversations That React to Player Choices

Build dialogue trees with real consequences, not just flavor text.

Multiple choice responses — Players pick their reply from 2, 3, or more options. Each choice shapes the conversation differently.

Connected nodes — Link any choice to any dialogue node. Create branching paths, loops, or converging storylines.

Repeatable conversations — Configure whether NPCs can be talked to again. Merchants repeat their pitch. Quest givers say goodbye.

Start conditions — Control when conversations become available. New dialogue unlocks after story progress, time of day, or player reputation.

Dialogue Choices That Change the Game

The most powerful feature: attach real game actions to dialogue options.

Give items — NPC hands over a key when the player selects "I'll help you." No separate scripting needed.

Modify resources — Paying a bribe reduces gold. Accepting a gift adds items. Economy flows through conversation.

Start quests — Choosing "I accept this mission" adds it to the quest tracker instantly.

Update properties — Dialogue choices modify any game variable. Unlock doors, change NPC attitudes, trigger world events.

When players select a choice, attached actions execute immediately. Conversations have mechanical weight.

Show Different Options Based on Player State

Create dialogue that responds to what players have done, not just what they say.

"I helped you, remember?" — Only appears if player completed the village defense quest.

"I can pay you 500 gold" — Only appears if player actually has 500 gold.

"The password is moonlight" — Only appears if player found the secret note in the library.

Add conditions to any dialogue option. The system checks player inventory, quest progress, resource amounts, and custom variables. Options show or hide automatically. No scripting, no bugs from forgotten edge cases.