neon-sprawl/docs/game-design/items.md

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Items (loot, craft, equip)

Vision for what exists in the world as tangible “things”: how items are categorized, acquired, gated by gigs vs skills, and how they connect to combat, economy, and quests.

Schema ownership: E3.M3 — ItemizationAndInventorySchema versions ItemDef (template), ItemInstance (per-item state: stack, durability hook, binds), and InventorySlot (containers)—that is where rarity, quality, stack rules, and equipment metadata land. Broader loop and slices: Epic 3; authored data under content/ when wired.

Seams (authoritative detail): skills.md — Seams (gigs ↔ skills). Actions from items: abilities.md Item-linked actions. Hybrid vocabulary: progression.md.

Buckets (design-facing)

These overlap in data; they are lenses for writers and systems.

Bucket Role Gig vs skill (summary)
Combat gear Weapons, Hardshell / Softshell / Rigging-built powered shells worn as loadout, combat deployables (e.g. fight drones)—swap-friendly Craft: skills only. Equip / wear / combat-deploy / activation in combat: gig-tagged (Seams).
Cybernetics Body-integrated augments—semi-permanent Craft / install: skills + world gates. Not removed by gig swap; not the same bucket as external armor (Seams).
Consumables Stims, patches, ammo-adjacent one-shots, etc. Carry / use baseline not gig-gated; passive amps may scale with main or sub gig match (open actives per item).
Non-combat Make Tools, Food synth outputs, civ gear, utility Rigging (harnesses, survey drones, backpacks) Craft: recipe skills. Use: skill-gated when the item defines a specialty; some utilities have no use gate (Seams).
Materials & intermediates Ores, refinery grades, components, data objects, organics Feed recipes and economy depth; usually no gig hook unless a piece is explicitly hybrid (open).

Acquisition

  • Crafted: Primary fantasy for durables that matter in combat and economy—player-made goods stay relevant across stages (Epic 3 success criteria).
  • Dropped / looted / salvaged: Feed gatherrefinecraft loops and world fiction; tuning is content + economy policy (open drop tables).
  • Mission & vendor rewards: Can grant items or skill XP separately from combat XP pipes (progression.md); avoid double-dipping the same milestone without intent (open reward UX).
  • Trade: Craft-for-others is valid even when the buyer cannot equip or combat-deploy the product (Seams Crafting combat gear).

Rarity, quality, and readability

  • Rarity (or tier) signals expectations: availability, mod slots, repair cost, faction hooks—exact bands data-driven later.
  • Quality within a tier may reflect craft skill, recipe mastery, or material gradeopen math; directionally crafting should compete with drops where the economy needs it.
  • Tooltips should expose gig match for combat gear and consumable amps, intended skill for specialty non-combat tools, and a clear lane for cybernetics vs external armor (skills.md Player-facing readability).

Gig swap and loadouts

  • Hub-only gig swap: combat gear may invalidate until the player re-banks or re-equips; cybernetics stay.
  • Presets (per gig pair, per role) vs manual fix-up—open UX (gigs.md, abilities.md).

Epic 3 module map

Design buckets above are not 1:1 types in data—they inform tags and metadata on ItemDef / ItemInstance. Module responsibilities from Epic 3:

Module Role Ties to this doc
E3.M1 Nodes, gather, yields Materials; feeds refine/craft
E3.M2 Recipes, craft execution Crafted acquisition; skills-only bench
E3.M3 ItemDef / ItemInstance / slots All buckets; rarity/quality/stack/equip
E3.M4 Durability, repair, sinks Open questions; death doc
E3.M5 Faucets/sinks policy Drops vs craft balance; trade velocity

Decisions log

Topic Direction Status
Craft vs equip split Bench = skill/recipe; combat field use of most non-consumable Make = gig-gated Agreed (Seams)
Cybernetics vs armor No bucket overlap; chrome is character-scoped; plates are loadout Agreed
Consumable baseline Anyone can use; optional gig-tuned passive potency Agreed direction
Craft without gig Allowed; trade and group play supported Agreed
Player crafting relevance Crafting is a primary progression lane—not only consumables Agreed (Epic 3)

Open questions

  • Durability, repair, sinks—when items leave the economy (E3.M4); how hard death hits gear (open with death doc).
  • Binding, insurance, theft in which security tiers (overview.md risk stubs).
  • Named crafter, provenance, counterfeits—social/economy flavor vs implementation cost.
  • Stacking, charges, mod slots—per category defaults.
Topic Document / module
Gig ↔ item rules (detail) skills.md Seams
Abilities from items abilities.md
Combat pillars (vision stub) overview.md — Combat pillars
Epic 3 loop & slices Epic 3
Gather nodes E3.M1
Recipes & craft pipeline E3.M2
Item schema & inventory E3.M3
Sinks & durability E3.M4
Economy policy E3.M5
Encounter loot routing E5.M3, E7.M2