Today I worked on getting the item system for SplinterTactics in place.
There are three phases:
- Phase 1 is the item definition and generation system
- Phase 2 is the logic for equipping items onto units
- Phase 3 is how items are acquired (e.g. through endless run performance)
This system's quite important because I don't currently have plans to release any tokens for SplinterTactics, which means the primary reward will be items. Note that these won't be NFTs (at least not for the time being, though it's possible I may try to do this in the future).
Here's a first look at what a full item collection looks like in the inventory page:
Items currently follow a procedural creation pattern as follows:
- 3 types: Weapon, Armor, Trinket
- Several sub-types: E.g. Longsword, Breastplate, Ring
- Rarity: Common/Rare/Epic/Legendary
- Prefix: E.g. "Rusty", "Venomous"
- Suffix: E.g. "of Frost", "of Ruin"
- Multiplier: null to +1-4
Each prefix/suffix has specific traits and visual effects, and the multiplier then multiplies numerical effects.
The item type & rarity are rolled first. The chance of getting better prefixes and suffixes depends on the rarity of the item.
In a nutshell, that's the gist.
For now there's no way for you guys to play with these, but very soon (by the end of the week) I'll have some drop mechanics for people to start testing.
<3