by xwizzard » Thu Aug 02, 2018 1:40 pm
Sure, I'm no game developer, just concepts.
I figure a way to implement slime combinations would be through a new lab station with a sort of 3 bay "slot machine" style interface requiring 10 plorts each, similar to the silo, and a hidden fourth "bay" which is either a psuedo-random 1-7 "die roll" for level of "success" or a 1-7 increment for which in-game day of the week it is for a little more predictability. Each attempt would require a total of 30 plorts and produce 10 unsellable "unknown" plorts with either the same mixed color for all, or be a retexture/mixed texture of the two plorts which actually "fused".
Each 3-plort combination would either "react well" (6 or 7 = Produce a standard Largo when fed to either type of slime from the two "fused" plorts), "no reaction" (3, 4, or 5 = Act like standard food, but no slimes prefer eating it), or "unstable reaction" (1 or 2) Produces a Tarr regardless of which type of slime ate it).
When the types of plorts are exactly lined up for a specific type of "unique" slime a 6 or 7 roll would be required to produce the "unique" plort, and only produce a unique slime when fed to one of the source plort slime types. Like a combination lock, the unique plort combinations would work the same way, only a specific order would work, and the hidden fourth "die-roll bay" would determine success or failure of opening the lock.
As far as the fruit/vegetable/chicken combinations I was thinking a similar setup with two bays instead of three, a 50/50 success "coin flip", and just re-texturing the combinations based on the source food items. For simplicity, maybe just be able to combine similar food types - Vegatable/vegtable; fruit/fruit; chicken/chicken with the other combinations making "spicy tofu" or some other "processed" food which can't be planted.