StendhalRefactoringItems

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Note: The content on this page is only of historic interest.

Contents

List

We can have two types of items lists:

Tibia is more random, and has more items than AD&D, and you are encourage to upgrade your items, while AD&D abuses a bit of +1,+2. I think that we could try a mix approach perhaps, but i do see ridiculous to see pure AD&D approach like in shield+15 ( that is the difference between a wooden shield and a copper shield )

We have the next items structure:

Basic Attributes

Quality

Materials

This is a list of materials for most every item. These materials could theoretically be mixed depending on the item. Not every item could logically be created from everything, but I guess it could be...

Origin

Divine Enchantment

Shields

Shape

Swords

List of possible names for swords

Slashing

Knife

All knives are one-handed.

Slashing Blades

Thrusting

Dagger

All daggers are one-handed.

Thrusting Blades

Parrying/Secondary Blades

Misc. Blades

Axes

One Handed

Two Handed

Throwing

Polearms and Spears

Polearms

Spears

Bludgeons, Hammers and Flails

Bludgeons

Hammers

Flails

Range weapons

Bow

Shortbow
Longbow

Crossbow

Misc.

Projectile Ammunition

Structure/Composition

Treatments

Misc. Weapons

Armours

Body

Cloak

Boots

Helmet

Type

Leg Armour

Door

Items

Gems, Jewels and Precious Stones

Poisons and Potions

Venom/Poisons
Poisonous Plants

Potions

Food

Food Should heal a small number of hit points. However, not all animals should produce meat, like in Tibia, as it just means everyone slaughters all the animals in the game. Maybe we should have a certain animal, like Deer which when killed produces meat, and can be found in forests etc, so you have to go hunt it. What if there's a chance of everything leaving meat/corpse, but that some types could potentially make the eater ill or even poisoned? And the player would have to cure the meat (requiring materials and time) or else take their chances raw or heated over a fire.

Properties

We have several common attributes for all the items. Mainly:

And some attributes that only some objects have: What is the base standard for points? Higher numbers look more impressive, but lower numbers are easier to manage.

Additionally items should explain:

(Idea suggested by Zuse)

If the item is enchanted it could be time limited so that it runs out of power after some time.

Art

The visual style of all items should have some consistency. Perhaps one person should be responsible for all item design and drawing.





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