From a05cc5e5ad2d613bfb43aee9e85cd721ff0dd9a6 Mon Sep 17 00:00:00 2001 From: Gizmotronn Date: Fri, 25 Feb 2022 11:58:13 +0800 Subject: [PATCH] Item types & User flow for #3's prev commit --- content/unity/InventoryFlow.md | 33 ++++++++++++++++++++++++++++++++- 1 file changed, 32 insertions(+), 1 deletion(-) diff --git a/content/unity/InventoryFlow.md b/content/unity/InventoryFlow.md index a974fd6ee..387fd0f6a 100644 --- a/content/unity/InventoryFlow.md +++ b/content/unity/InventoryFlow.md @@ -1,2 +1,33 @@ [Werdsmith](https://werdsmith.com/mrgizmo/HH6hFJu9qmfSrM) -[Notion](#) \ No newline at end of file + +# External Components +All the shops, items and levels (experience) will be managed through the LootLocker.io API, so please get familiar with this. + +# User flow +Essentially, all the items in our game are NFTs (Non-Fungible Tokens). This means that users will need to be able to access their wallet from inside Unity, and have all their items be viewable in their wallet. + +## Item types +1. Weapons + a) Ranged (Guns/Blasters, Bows/Crossbows, Throwables) + b) Melee (Short swords, limb augmentations, “multitools”) +2. Tools + a) Research tools (drills, oscillators, etc -> think “Mars Rover”) + b) Resource gathering tools (mining drills, autonomous vehicles) + c) Repair bots +3. Building components +4. Electronics + a) Laid down by the Matter Manipulator component of the multitool + b) Connect different items together, process/transfer information/data & other items +5. Consumables + a) Food + b) Potions/Injections + c) Temporary augmentations +6. Flora/Fauna + Gathered from the planet + Placed into “habitats” which then “charge” the base/vehicle & relevant multitools + +We’re going to organise the items based on utility: they can be attached to the user (e.g. base building items or melee/ranged weapons), attached to the multitool (e.g. mining beams, specialised weapons, “matter manipulator”), attached to baes (e.g. stationary tools/weapons), or attached to vehicles (like ships or mechs). The vehicles’ storage lockers will act as a “cloud storage” unit for any connected base - for example, once a ship has flown to the same user’s base and docked, any items or information from the ship can be accessed at the base. + +The main inventory view will show the items & consumables the player currently has available to them, as well as a window into their “wallet”, showing their currencies (users will be able to create their own currencies when working in groups), connections, and current “missions” or “quests”. + +[Notion](https://skinetics.notion.site/Unity-Inventory-System-21648eeb129c43d5ab62528aa34f0854) \ No newline at end of file