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Prototype inventory / collection / trinket systems #1933

@manuq

Description

@manuq

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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