diff --git a/Assets/Scripts/NewDesign/Items/GameItem.cs b/Assets/Scripts/NewDesign/Items/GameItem.cs
index 7770e8a..42ecf5b 100644
--- a/Assets/Scripts/NewDesign/Items/GameItem.cs
+++ b/Assets/Scripts/NewDesign/Items/GameItem.cs
@@ -3,19 +3,41 @@ using System.Collections.Generic;
using UnityEngine;
namespace Obscurum.Items{
-public class GameItem : MonoBehaviour
-{
- // Start is called before the first frame update
- void Start()
+ public interface GameItem
{
+ //TODO: May want to rename ItemType enumations based on practical application: 1. InventoryItem, 2. CarryableItem, 3. InteractiveItem. This would ensure
+ //inventory items on interact would enter inventory, carryable items on interact go to carry, and interactive items call an event function at once.
+
+ ///
+ /// Item name.
+ ///
+ public string Name { get; }
+
+ ///
+ /// Item description.
+ ///
+ public string Description { get; }
+
+
+ ///
+ /// Specifies if an item can be held in the player inventory, must be carried with the carry animation, or executes some effect immediately.
+ ///
+ /// - UTILITY: Can be carried in inventory.
+ /// - WEAPON: Must be carried with the carry animation.
+ /// - CONSUMABLE: Executes some effect on interact.
+ ///
+ ///
+ public enum ItemType {UTILITY, WEAPON, CONSUMABLE};
+
+ ///
+ /// Gets the collection type for this game item.
+ ///
+ public ItemType Type { get; }
+
+ //When player interacts with this item apply effect.
+ // public bool Interact();
+
}
- // Update is called once per frame
- void Update()
- {
-
- }
-}
-
}