Crafting system design made
This commit is contained in:
parent
65526e320a
commit
e552c3453d
@ -13,6 +13,7 @@ MonoBehaviour:
|
||||
m_Name: DefaultPrefabObjects
|
||||
m_EditorClassIdentifier:
|
||||
_prefabs:
|
||||
- {fileID: 3680155643994880520, guid: 502609875cf67524391bcf30129c195b, type: 3}
|
||||
- {fileID: 4512293259955182956, guid: 300370bdf7819da41937e0beac65b32c, type: 3}
|
||||
- {fileID: 233110740096973419, guid: e05b94df3e7783a48ac1ed2d12a71774, type: 3}
|
||||
- {fileID: 611616139817875448, guid: bf5f023b4017a5e41a9815ec5745df3d, type: 3}
|
||||
@ -21,4 +22,3 @@ MonoBehaviour:
|
||||
- {fileID: 3624261834906416601, guid: 4e1673ccc2acac543871855a0e8bed71, type: 3}
|
||||
- {fileID: 201277550, guid: d904f93bc171bb144ba33c5155282f6f, type: 3}
|
||||
- {fileID: 27039729695437543, guid: f820efff6a2871447b961fc755212ba3, type: 3}
|
||||
- {fileID: 3680155643994880520, guid: 502609875cf67524391bcf30129c195b, type: 3}
|
||||
|
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96a44475794fb6445a6f3c4b9ee13966
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0957b521a08374f4aa508231735153bc
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
74
Documentation/CraftingSystem.md
Normal file
74
Documentation/CraftingSystem.md
Normal file
@ -0,0 +1,74 @@
|
||||
# Crafting System
|
||||
|
||||
## Philosophy
|
||||
Every crafted item contains 4 parts: **Fuel**, **Attachments**, **Outlets**, and **Body**.
|
||||
|
||||
## Parts
|
||||
1. **BODY**:
|
||||
- Defines how many FUEL, ATTACHMENTS and OUTLETS are on part as well as the visual design.
|
||||
- Also offers stat modifications for each part
|
||||
- Definition for input type of item is defined here.
|
||||
|
||||
2. **Outlet**:
|
||||
- Defines what effect is applied. This can be anything from "Shoot Bullet" to "Release Gas"
|
||||
- Every outlet should define what Fuel(s) are required to apply the effect. If Fuel < required, then effect does not take place.
|
||||
|
||||
3. **Attachments**:
|
||||
- Defines non-effect based stat modifications. So anything from "faster movment", "quicker shoot time", "faster reload" to "quieter effect application noise"
|
||||
|
||||
4. **Fuel**:
|
||||
- Can be a canister of gas or a bullet magazine, these parts define how much fuel, and what type of fuel is being used.
|
||||
- Example: Pistol Magazine can hold 15 `Bullet`s. This means if our Body, contains a outlet which requires bullets (like the barrel of a gun), then adding a Pistol Magazine that is full of 15 `Bullet`s allows the barrel to apply its shoot effect 15 times.
|
||||
|
||||
|
||||
## Fuel Types
|
||||
|
||||
1. **Bullet**
|
||||
- **Small Bullet**
|
||||
- Bolt
|
||||
- Flare
|
||||
- Pinser
|
||||
- Shrapnel
|
||||
- **Medium Bullet**
|
||||
- Grapple
|
||||
- Grenade
|
||||
- Gas
|
||||
- **Large**
|
||||
- Missile
|
||||
|
||||
2. **Gas**
|
||||
- Fire (gasoline)
|
||||
- Propellent
|
||||
- Smoke
|
||||
- Poison
|
||||
|
||||
3. **Power**
|
||||
- Battery (small/medium)
|
||||
- Powercore (large)
|
||||
|
||||
## Sample Weapons Using these Systems
|
||||
- Pistol:
|
||||
- Body: Pistol Body
|
||||
- Outlet: Short Gun Barrel
|
||||
- Attachments: None
|
||||
- Fuel: Bullet x10
|
||||
- Taser:
|
||||
- Body: Mellee Rod
|
||||
- Outlet: Power Connector
|
||||
- Attachments: None
|
||||
- Fuel: Battery (small)
|
||||
- Rocket Launcher:
|
||||
- Body: Pistol Body
|
||||
- Outlet: Large Gun Barrel (has targeting interface)
|
||||
- Attachments: Arm Rest (buffs stability)
|
||||
- Fuel: Large Bullet (specifically missile)
|
||||
- Jetpack:
|
||||
- Body: Space pack
|
||||
- Outlet: 4x release valve
|
||||
- Attachments: None
|
||||
- Fuel: Propellent
|
||||
- Flame Thrower:
|
||||
- Body: Pistol Body
|
||||
- Outlet: 1x release valve
|
||||
- Attachments: None
|
||||
- Fuel: Fire (gas).
|
Reference in New Issue
Block a user