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Description
Feature: Collection v1
Trinkets are collectable items in the game that serve no purpose other than cosmetic for Library
V1 Requirements
- Trinkets are singular items in the world (i.e. a report by Frith Fraywalker of which there is only one, rather than buttons of which there are hundreds)
- They are indicated as collectable in the world through a visual highlight
- When a player approaches a trinket a popup appears with the item name, e.g. “Pick up Letter”
- Players hit a specific key to “collect” an item and store in the inventory (interact prompt)
- The item does not have a separate face-on sprite for the HUD. (same in-perspective sprite for everything)
- Trinkets can be acquired in the game world or via an NPC or Quest-giver
- If you replay a quest, trinkets you have previously collected are not available to collect again.
Future Versions
- Separate sprite for view of item in inventory
- Idle animations for items in the world (e.g. scroll fluttering in the wind)
Feature: Inventory v1
- Inventory v1 is a simple inventory management system that allows players to store items they’ve collected in-world or via quests.
Items stored in the inventory or noted by inventory UI fall into the following categories:
- New tools i.e. grappling hook (not part of this Adventure Pack)
- Threads collected in quests (not part of this Adventure Pack)
- Currency/commodities 🥕🥔🌳 (not part of this Adventure Pack)
- Quest Items (not part of this Adventure Pack)
- Trinkets/artefacts (Part of this AP)
V1 Requirements
- Inventory will display trinkets collected in the world which have not been placed (see below)
- Inventory UI should scale to 10s (not 1,000s) of trinkets
- Trinkets represented by scaled in-world sprite
- Trinkets can be "inspected/viewed" by the player - leading either to a zoomed in version or being able to “read” the item (see Inspect/View Feature)
- Items are stored in the order they are found and cannot be rearranged in the inventory UI
- Highlighting an item brings up the item name
- Players bring up the Inventory using either on-screen icon or [X] key
- Bringing up the inventory pauses the game.
Future Functionality
- Rearranging Items
- Sorting/filtering
- Dropping/Getting rid of Items – would be part of menu dropdown in inventory, but only necessary if inventory space is limited. For V1 we are adding a small number of artifacts, and no inventory size limit
- Consuming items for XYZ
- Complex UI
Feature: Item In-World Placement v1
The player may place trinkets in the world (library) in specific slots (pedestals/shelves).
V1 Requirements
- Slots for items have visual indicator in-world
- If player approaches slot, the player is prompted to place item through in-game interact prompt
- If player chooses to place item, Inventory ui is brought up and player can confirm which item they want to place via prompt (Place in world? Yes/No)
- Item appears in slot in the world.
- To replace item, player must collect the item from where it currently is in the world
- Process starts again
- The game remembers where you have placed items.
Feature: Inspect/View Item v1
V1 Requirements
Players may inspect items in their inventory
- In the inventory menu, players can view items by clicking on item
- Menu appears with “View”
- Once players click “view” a bigger + zoomed in version of the asset appears on screen OR
- The Readable version of the asset appears on screen
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