OpenPF2 / Plugin

Core C++ Game Logic for OpenPF2 (Status: Pre-alpha)
https://www.openpf2.org/
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[Players] Ability to See Inventory and Equip/Un-equip Items to Character #6

Open GuyPaddock opened 2 years ago

GuyPaddock commented 2 years ago

As a Player, I'd like it if there was a way I could see what items my character has equipped on their body, de-equip them, and equip other items so that I have control over what equipment my character is carrying into battle.

Acceptance Criteria

  1. Given that I am interested in knowing what items my character has equipped: I would expect there would be a screen I can pull up to see what the character has equipped.
  2. Given that I have opened-up the character equipment screen:
    1. I would expect gameplay to be paused.
    2. I would expect the screen to show me a visual representation of my character and all the items that the character has equipped.
    3. I would expect to see a list of items I have in inventory that are not yet equipped.
    4. Given that I have selected an item to equip: I would expect there to be a way to assign that item to a particular "slot" on the character; for example:
      • Armor
      • Shield
      • Weapon(s) (left and right hands)
      • Ammo in weapons
      • Glasses
      • Cloak
      • Bracelet(s) (left and right hands)
      • Ring(s) (left and right hands)
    5. Given that I have equipped an item to a slot:
      1. I would expect the depiction of my character to change to reflect the item that has been equipped.
      2. Given that only one item may be assigned to the slot I selected: I would expect the previously equipped item in that slot to be unequipped and the selected item to be equipped in the slot.
    6. Given that I have selected an equipped item to unequip:
      1. I would expect the item I selected to be unequipped, leaving the corresponding slot empty.
      2. I would expect the item to be returned to inventory.
      3. I would expect the depiction of my character to change to reflect the item that has been unequipped.

Design Concepts

Borrowing inspiration again from Dragon Age, here's what their equipment screen looks like: image image

Other games: https://www.neogaf.com/threads/inventory-screens-in-games.478135/

We should aim NOT to replicate inventory management in games like Dragon Age: Inquisition, Mass Effect 1, or Mass Effect: Andromeda because those systems provide a frustrating and labyrinthian mess of hierarchical screens and menus, encouraging players to ignore inventory management all together because the task has such a steep learning curve.