RPG Item processing
Posted
by
f00b4r
on Game Development
See other posts from Game Development
or by f00b4r
Published on 2011-01-07T06:05:57Z
Indexed on
2011/01/07
6:58 UTC
Read the original article
Hit count: 253
I started working on an item system for my (first) game, and I'm having a problem conceptualizing how it should work. Since Items can produce a bunch of potentially non-standard actions (revive a character vs increasing some stat) or have use restrictions (can only revive if a character is dead). For obvious reasons, I don't want to create a new Item class for every item type. What is the best way to handle this?
Should I make a handful of item types (field modifiers, status modifiers, )?
Is it normal to script item usage? Could (should?) this be combined with the above mentioned solution (have a couple of different sub item types, make special case items usage scripted)?
Thanks.
© Game Development or respective owner