I am working on a 4x game where player can acquire special resources, and each resources will have another associated resource it can transmute itself to.
For example, you could have silver that is transmutable to mithril which is transmutable back to silver.
There is 4 categories of special resources:
- Minerals (gems or metals
- Plants (Herbs, mushrooms, etc)
- Animals (Fur, Scales, antlers)
- Sea ( Salts, shells, pearls, corals, etc)
Now the example above make sense because silver and Mithril are both metals, so transforming from one to another is thematically logical.
But when you end up with resources from other categories, it's hard to come up with transmutable counter part. For example, If sea shells are a resources, well it could only make sense to transmute them to another kind of shells. I cannot convert sea shells to corals for example. Or sea shells to mushrooms. That is way too much illogical.
So I wanted to know if you had any ideas to make resource transmutation more logical. What I have found so far:
- Transmutations becomes only variants of the original resource. For example, sea shell could transmute to ebony shells. So the resource transmuted to is very very similar. Forcing me to create pairs of almost identical resources.
- Remove resource transmutation from the game. (not an interesting solution)
- It does not matter if it not logical, everything get teared down to powder and liquid. So sea shell power transmuting to dragon scales powder is not that much illogical.
The goal of these special resources is to forge them into equipments, and artifacts or "sell" them for gold or mana. The game is basically a 4X civilization kind of game.
Transmutation would be a spell and a special ability that would allow you to get the counter part resource or get both resource.
1 way transmutation is not exactly what I had in mind, I wanted the special ability to give you access to more variety, not resourced unchachivable in any other way. Still, I could keep some thought about it. It could be something that can be more easily implemented.