Item Acquisition

Version 6.4 by Alexandros Mloukie on 2025/12/11 16:07


0 - Introduction

This document defines the sources of items within the game, as well as their respective methods of acquisition. It outlines:

  • The sources through which items are acquired
  • The acquisition mechanic involved
  • Details about the technical implementation of systems necessary for the correct function of the gameplay as a whole

0.1 - Disclaimer

This is a living document, and any specifics pertaining to the mechanics, numbers, and more, are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact Adam Janus or @Alexandros Mloukie to get further guidelines.

0.2 - Terminology

TermMeaning
PCPlayer Character

1 - Sources of Items

There are multiple sources of items in-game, though they can be broadly split into 3 distinct categories:

CategoryDefinition
EntitiesThis includes collecting items via Looting enemy corpses, as well as collecting resources from neutral/friendly creatures
EnvironmentThis includes Mining, and Foraging resources from inanimate sources
ExplorationThis includes item pickups, as well as chests found by exploring the world, or completing quests

Note: These are for items acquired from the environment, and do not include crafting or other processing methods

1.1 - Acquisition Mechanics

1.1.1 - Looting

Looting involves the player obtaining items through an interaction with an actor that can provide a UI. Looting relies on 2 things:

ElementDescription
Loot Data Table EntryAn entry in the Loot Data Table, that will define the items, quantities, and weights
Loot ComponentA custom component that defines the type and entry used for the loot, as well as allowing the player to interact with the target for Looting

Once these elements have been set up, the process of Looting a target follows these steps:

  1. Calculation
    The game calculates the loot based on the target's loot table and the PC's Looting level. These items are added to the Loot Inventory.
  2. Display
    The Loot UI and the PC's Inventory UI are both displayed.
  3. Transfer
    The player moves items from the Loot Inventory to the PC's Inventory. The opposite can also be done.
  4. Completion
    When the player is done, the UI can be closed. If there are still items left within the Loot Inventory, then the actor can persist. Otherwise, depending on type, it can be made to instantly de-spawn.

1.1.2 - Foraging

Foraging refers to the act of acquiring items from primarily plant-based sources. Forageable actors contain a custom component, responsible for handling all foraging related elements.

AttributeDetails
Growth MeshA model representing the foregable section of the actor (e.g. the top of a mushroom). This part of the actor will disappear when foraged, and reappear once the regrowth timer hits 0
Regrowth TimerA timer that determines when the forageable section is available again for foraging.
Loot Data Table EntryThe Loot Data Table entry that defines the type, quantity, and weight of the items foraged.