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Devlog #21. Creating Alchemy Maps

Hello, Alchemists!

During your research and experiments in your laboratory, surely many of you’ve wondered: how exactly are alchemical maps created for various bases? In today's devlog, we'll show you exactly how!

But first, let's talk a little about the "Zone Drawer" - a custom tool that allows us to draw and erase the relief of the map, as if we used a brush. It makes working with maps faster and more convenient. Here are the settings for this tool:



The first setting allows us to select one of the zone types that will be drawn with a brush.



The second setting defines the current radius (size) of the brush, and the third one is the step for adjusting the brush radius when it is changed via hotkeys, so that we can adjust the brush size on the fly, like in the gif below.



Now that we’ve familiarised ourselves with the main tool used for creating alchemical maps, let's try to create a small custom map with it!

To begin with, we need to set the limits of the map by drawing some impassable walls.



Having decided on the size of the map, we can then place the desired potion effects on it.



Next, let's add some danger zones to the map and surround the effect icons with them.



After that, we pave a path to the effect icons by erasing some of the skulls.



Also, let's throw in some swamp zones for good measure.



Let's not forget about everyone's favourite whirlpools. For each whirlpool, a location where it teleports the potion indicator to should be set, as well as a dotted line that leads to that location and shows up after the first teleportation.



Alright, the main terrain is ready, all we need to do now is to adjust it a little bit, as well as fill the map up with experience books. And so, our custom map is ready!



That’s how it looks in-game.



Now you know how new maps are made for Potion Craft. We hope this entry was interesting. Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss the next devlog!