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Items Overhaul (After Adventures)


Oafkad

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This weekend we'll be finishing up the adventure work I highlighted in the previous post. Then after that I've got a solid idea I think for items. We won't have "Collectible" Items and "Interactable" items etc, we'll just have "Items" and use interfaces to determine what cool functionality they provide. This will simplify the maintenance and really make it so we can add functionality at any time without needing to overhaul TONS of items, or create class after class.

Obviously each item will have unique functionality (to some degree) but we won't be enforcing much at the base level. I forget the terminology but basically we'll code them through promised functionality rather than strict inheritance.

As I always say, should be fun!

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