Implement weapon engineering system
Opened this issue · 0 comments
saricden commented
We're going to implement a feature which leverages the new Item
class (#63) and inventory system (#61).
The primary function of this feature is a game mechanic which allows you to mix and match raw materials you find in the field, bring your combinations to our Engineer
class (#49). He will then trigger a timer, which forces the user to wait an hour (of in-game time, issue #x), after which time he will have a new weapon created for you based on the materials you bring him.
Potential implementation:
- 1) Each material instantiation of
Item
receives amaterialStrength
property (visible to player), along with amaterialType
- 2)
materialStrength
can be level 1 - 5 - 3)
materialElement
can be 'Fire', 'Water', or 'Electricity' (1 - 3) - 4)
materialType
directly corresponds to the part of the gun it will be transformed into - 5) To create a gun, players need to bring one of each of the following to the Engineer: energy source (explosive or electric or others?), pipe/tubing for barrel, grip material.
- 6) The Engineer will make guns based on the
materialStrength
of each component (1 - 5) and the element (1 - 3). Each gun will consist of it's projectile system (energy), barrel (pipe/tubing - accuracy), and grip. Each component has a total of 15 possible visual representations (and possible function differences), one for eachmaterialElement
at each level ofmaterialStrength
.