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[Concept] : [Items] : Item Model PoC

h0lybyte opened this issue · comments

Core Concept/Theory
A clear and concise description of what the concept is. Ex. It would be cool if [...]

This issue ticket will represent the item model proof of concept.

We want to place all items, including those used in our visual novels, unity games, ect.. into one location.
The goal would not be to document every single item but rather keep certain items within a canon scope, which will be useful for lore and general development.

To keep things a bit more simple, I will design some generic proof of concepts and place them into the:

/src/content/items folder as a reference.


Alternative Ideas
Is there any other way this concept could be used?
We can manage the way items are handled cross-game and outside the game.
For example, we could build a system that rewards an item if a user promotes the game!
We can also let users control some of the bonus stats and lore for the item, without having to alter the source.


Alternative Examples/Sources
Are there any other references that you can provide?

Examples of this will be a bit tough as of right now. We will have to update this when we get more PoCs into production.


Additional information
Add any other context or examples of this concept here.
Nothing major yet.

The first couple of items that I want to introduce will be:

  • Ammo
  • HP Potion
  • Hammer

These are three very basic item objects that I will test case with and see what I can do with them across multiple game engines.

  • The function of Ammo will be that it depletes upon an attack.
  • The function of HP Potion will be to boost your health bar, as a one-instance usage.
  • The function of the Hammer would be to repair and does not get removed upon usage, it may degrade as you keep using it.

This can be added into KBVE/kbve#106 as a proof of concept for Items , mainly from objects.