Dev Diary #002: Item System
[p]Items in Crimson Frontier are a vital part of how the player interacts with the world. They serve many functions: enhancing the character, aiding in combat, restoring health, or acting as keys to completing quests. Each item has unique properties.
[/p][h2]Item Types and Their Roles[/h2][p]The core of the system is the variety of item types, each serving a specific purpose. For example, gear increases the character’s defense, while weapons - unsurprisingly - are used to eliminate enemies. Medkits restore health, and ammo or batteries are essential for maintaining the combat readiness of weapons and armor. Quest items like notes or keys play a special role, used to unlock new story branches or complete missions.
Additionally, there are crafting items - blueprints and resources. These allow players to create unique gear, enhancing their character and expanding tactical options. For those who prefer an economic approach, there are items meant for sale, which can be traded for currency.
[/p][h2]Item Features[/h2][p]Each item has basic properties such as name, description, icon, and 3D model. These elements help players quickly understand the purpose and value of an item. Items also have weight, requiring players to manage their inventory carefully and choose between powerful gear or a set of useful consumables.
Item rarity adds a layer of randomness and trophy hunting. The higher the rarity, the better the item’s stats. Rarity ranges from common to legendary, each with its own color code. Finding a rare item is always satisfying - and using it, even more so.
[/p][h2]Item Interaction[/h2][p]We aimed to make item interaction as intuitive as possible. Items can be used or equipped through a context menu accessed with a right-click. For example, weapons can be equipped, reloaded, or unloaded, and ammo can be selected for specific weapons.
Special emphasis was placed on ease of management. Items can be dragged in the inventory using the mouse, or used via hotkeys. Stackable items (like ammo or resources) have a maximum stack size, which helps with inventory organization.
The item system makes every choice matter. Wear heavier armor to survive a firefight? Or bring medkits instead, sacrificing defense for endurance in a long battle? Save crafting resources or sell them to buy a rare blueprint?[/p]
[/p][h2]Item Types and Their Roles[/h2][p]The core of the system is the variety of item types, each serving a specific purpose. For example, gear increases the character’s defense, while weapons - unsurprisingly - are used to eliminate enemies. Medkits restore health, and ammo or batteries are essential for maintaining the combat readiness of weapons and armor. Quest items like notes or keys play a special role, used to unlock new story branches or complete missions.
[/p][h2]Item Features[/h2][p]Each item has basic properties such as name, description, icon, and 3D model. These elements help players quickly understand the purpose and value of an item. Items also have weight, requiring players to manage their inventory carefully and choose between powerful gear or a set of useful consumables.
[/p][h2]Item Interaction[/h2][p]We aimed to make item interaction as intuitive as possible. Items can be used or equipped through a context menu accessed with a right-click. For example, weapons can be equipped, reloaded, or unloaded, and ammo can be selected for specific weapons.
Special emphasis was placed on ease of management. Items can be dragged in the inventory using the mouse, or used via hotkeys. Stackable items (like ammo or resources) have a maximum stack size, which helps with inventory organization.
The item system makes every choice matter. Wear heavier armor to survive a firefight? Or bring medkits instead, sacrificing defense for endurance in a long battle? Save crafting resources or sell them to buy a rare blueprint?[/p]