Open multihaxzors opened 1 year ago
I've got the first notes answering the important questions.
Each item category's tags can be created. I was thinking something like "Ammunition", "Medic", "Puzzles", and "Collectables".
Each item we make may be accompanied with a straightforward picture showing the object. When a certain object is acquired in the game, the connected image is immediately shown in the inventory.
Each object may have a script attached, and when the player opens the inventory and moves the mouse over an item, a brief explanation is displayed.
The maximum quantity of each item that a player may have in their inventory must first be determined. For instance, the maximum number of rounds for the handgun is 20. The inventory displays a little "max" word next to the image of the rounds if the player gathers 20 rounds.
Every time a player picks up an item, the game does a check based on the previous query. Until it reaches the maximum quantity that we determined, the game displays the precise amount if the item is a type of ammo. The healing goods, etc., follow the same process.
According to the wiki, we require static pictures of: weapons, ammunition (pistol & shotgun ammo), med kit, bandage, puzzle items (fuses, stone plaques, keys, beakers), files (collectables)
These are great important notes! You can copy paste this to the summary. Just add a brief paragraph that goes over in general how the item object will work and then these points will follow afterwards, similar to the example!
Design summary and key points to explore are written in the doc:
https://docs.google.com/document/d/1W6mFXcKuogpgzmbJDCW7FZWkP-Jb61Lwa7q-8KUA_kg/edit
Item Object Summary
Start compiling the Summary for how our Item Objects will be structured and their functionality when used in a theoretical inventory system.
Item Object Structure
Start thinking about important data an item would need to have for our other systems to pull from or identify what item it is.
Important Questions