Let players discover recipes by combining items in any order
Put fire and stone together and something happens; put stone and fire together and it should be the same thing. Discovery crafting breaks on order, on repeated items and on tries that cost materials. This entry builds the lookup and remembers what was tried.
Why this works
Discovery feels fair when the same things always give the same result, whatever the order. Making a try free and remembering what was tried keeps the player curious instead of afraid, and a nudge helps whoever gets stuck.
When not to use it
Do not hide recipes when the game needs players to plan ahead, gather in bulk or follow a goal. Guessing wastes their time then. Show a recipe book, even partly, so they can aim at something.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 32 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let players discover recipes by combining items in any order" (read_entry combine-two-items-to-discover-recipes) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP