Wiki source code of Item Acquisition
Version 7.1 by Alexandros Mloukie on 2025/12/11 18:19
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| author | version | line-number | content |
|---|---|---|---|
| 1 | {{toc/}} | ||
| 2 | |||
| 3 | ---- | ||
| 4 | |||
| 5 | = 0 - Introduction = | ||
| 6 | |||
| 7 | This document defines the sources of items within the game, as well as their respective methods of acquisition. It outlines: | ||
| 8 | |||
| 9 | * The sources through which items are acquired | ||
| 10 | * The acquisition mechanic involved | ||
| 11 | * Details about the technical implementation of systems necessary for the correct function of the gameplay as a whole | ||
| 12 | |||
| 13 | == 0.1 - Disclaimer == | ||
| 14 | |||
| 15 | 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 {{mention reference="XWiki.AlexandrosMloukie"/}} to get further guidelines. | ||
| 16 | |||
| 17 | == 0.2 - Terminology == | ||
| 18 | |||
| 19 | (% class="table-bordered" %) | ||
| 20 | (% class="active" %)|=(% style="width: 190px;" %)Term|=(% style="width: 1247px;" %)Meaning | ||
| 21 | |(% style="width:190px" %)PC|(% style="width:1247px" %)Player Character | ||
| 22 | |||
| 23 | ---- | ||
| 24 | |||
| 25 | = 1 - Sources of Items = | ||
| 26 | |||
| 27 | There are multiple sources of items in-game, though they can be broadly split into 3 distinct categories: | ||
| 28 | |||
| 29 | (% class="table-bordered" %) | ||
| 30 | (% class="active" %)|=(% style="width: 159px;" %)Category|=(% style="width: 1003px;" %)Definition | ||
| 31 | |(% style="width:159px" %)Entities|(% style="width:1003px" %)This includes collecting items via Looting enemy corpses, as well as collecting resources from neutral/friendly creatures | ||
| 32 | |(% style="width:159px" %)Environment|(% style="width:1003px" %)This includes Mining, and Foraging resources from inanimate sources | ||
| 33 | |(% style="width:159px" %)Exploration|(% style="width:1003px" %)This includes item pickups, as well as chests found by exploring the world, or completing quests | ||
| 34 | |||
| 35 | {{info}} | ||
| 36 | [[image:icon:information]] These are for items acquired from the environment, and do not include crafting or other processing methods | ||
| 37 | {{/info}} | ||
| 38 | |||
| 39 | == 1.1 - Acquisition Mechanics == | ||
| 40 | |||
| 41 | === 1.1.1 - Looting === | ||
| 42 | |||
| 43 | Looting involves the player obtaining items through an interaction with an actor that can provide a UI. Looting relies on 2 things: | ||
| 44 | |||
| 45 | (% class="table-bordered" %) | ||
| 46 | (% class="active" %)|=Element|=Description | ||
| 47 | |Loot Data Table Entry|An entry in the Loot Data Table, that will define the items, quantities, and weights | ||
| 48 | |Loot Component|A 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 | ||
| 49 | |||
| 50 | Once these elements have been set up, the process of Looting a target follows these steps: | ||
| 51 | |||
| 52 | 1. (% class="mark" %)**Calculation**(%%) | ||
| 53 | 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. | ||
| 54 | 1. (% class="mark" %)**Display**(%%) | ||
| 55 | The Loot UI and the PC's Inventory UI are both displayed. | ||
| 56 | 1. (% class="mark" %)**Transfer**(%%) | ||
| 57 | The player moves items from the Loot Inventory to the PC's Inventory. The opposite can also be done. | ||
| 58 | 1. (% class="mark" %)**Completion**(%%) | ||
| 59 | 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. | ||
| 60 | |||
| 61 | Looting takes the PC's Looting skill into account when determining the quantity and quality of the items the player will obtain. | ||
| 62 | |||
| 63 | === 1.1.2 - Foraging === | ||
| 64 | |||
| 65 | 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. | ||
| 66 | |||
| 67 | (% class="table-bordered" %) | ||
| 68 | (% class="active" %)|=(% style="width: 170px;" %)Attribute|=(% style="width: 993px;" %)Details | ||
| 69 | |(% style="width:170px" %)Growth Mesh|(% style="width:993px" %)A 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 | ||
| 70 | |(% style="width:170px" %)Regrowth Timer|(% style="width:993px" %)A timer that determines when the forageable section is available again for foraging. | ||
| 71 | |(% style="width:170px" %)Loot Data Table Entry|(% style="width:993px" %)The Loot Data Table entry that defines the type, quantity, and weight of the items foraged. | ||
| 72 | |||
| 73 | Foraging takes the PC's Looting skill into account when determining the quantity of the items the player will obtain. | ||
| 74 | |||
| 75 | Unlike looting, the items obtained from Foraging will be directly added to the PC's inventory. To ensure that the items can fit neatly inside, it would be preferable if all forageable items are restricted to a 1x1 square. Should there be no space left in the PC's inventory, a message will appear to inform the player. | ||
| 76 | |||
| 77 | === 1.1.3 - Mining === | ||
| 78 | |||
| 79 | Mining is the third and final way that the player can acquire items from the environment. | ||
| 80 | |||
| 81 | ==== 1.1.3.1 - Mining Minigame ==== | ||
| 82 | |||
| 83 | Interaction with mineable actors happens through Mining, with the Pickaxe being the tool used to interact with the Mining System. Swinging the Pickaxe follows similar rules to swinging a weapon. The mineable target presents a Focal Point that the Pickaxe can be used on. Hitting the target will deal damage to the internal health of the mineable target. Once that health reaches zero, the resources are awarded to the player. | ||
| 84 | |||
| 85 | ==== 1.1.3.2 - Mineral Types ==== | ||
| 86 | |||
| 87 | Minerals appear in the world in two forms: | ||
| 88 | |||
| 89 | (% class="table-bordered" %) | ||
| 90 | (% class="active" %)|=(% style="width: 171px;" %)Type|=(% style="width: 992px;" %)Details | ||
| 91 | |(% style="width:171px" %)Mineral Growths|(% style="width:992px" %)Replenishable sources of minerals. They work similar to forageable items, but are mineable instead. | ||
| 92 | |(% style="width:171px" %)Mineral Deposit|(% style="width:992px" %)A large deposit of one (or more) types of minerals. Does not replenish, but can give a huge lump sum of resources to the player. | ||
| 93 | |||
| 94 | ; Mineral Growths | ||
| 95 | : Mineral Growths are replenishable sources of minerals that can be mined by the player. They offer a relatively small amount of a certain mineral, but in return will be replenished after a certain amount of time has passed. They use the same component as forageable actors but with the condition changes to respond to health depletion rather than interaction. | ||
| 96 | |||
| 97 | ; Mineral Deposits | ||
| 98 | : Mineral Deposits are non-replenishable sources of minerals. They contain a large amount of one (or more) minerals that have to be mined to obtain. These are made up of clusters of mineral actors that each can be individually targeted, allowing the Pickaxe swing to damage them. The result is a deposit that is slowly chipped away by the player. | ||
| 99 | : Minerals within a deposit, can be surrounded by non-mineral rock that can't be mined. This will require the player to use directional strikes to extract the minerals, giving the whole process a more mini-game-like feel. | ||
| 100 | |||
| 101 | ---- | ||
| 102 | |||
| 103 | = 2 - Technical Specifications = | ||
| 104 | |||
| 105 | == 2.1 - Loot Data Table == | ||
| 106 | |||
| 107 |