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Jaden Balogh edited this page Dec 29, 2020 · 2 revisions

As the player works their way through the world, defeating enemies and exploring the landscape, they will gather various types of items. Items come in several categories, and are stored in the player's inventory while not in use. Our goal with the item system is to give players a deeper level of character customization as well as rewarding exploration, combat and questing. Ideally, it should be simple, exciting and not a chore for the player.

Weapons

The player has two weapon slots: the mainhand and offhand. As detailed in the Combat page, weapons determine the primary attacks of the player in combat. Weapons can be melee, ranged or magic-based.

Equipment

There are four equipment slots: head, cloak, armor and feet. Equipment comes with typical attribute bonuses, but can also include special effects that affect your build or playstyle, and can sometimes combo with other items. Equipment has a visual change to your character's appearance.

Consumables (drugs)

It wouldn't be a duck-based RPG without drugs! Bread crumbs are the bread and bu- well, mostly just the bread - of drugs for a duck. Using drugs can have special effects on gameplay both in social interactions and in combat, including giving additional dialogue options, turning non-violent entities into enemies, and other fun-for-the-whole-family effects.

You might think a duck-based RPG would be targeted towards children. Well, think again. This duck-based RPG is a tragic reflection on the trials and tribulations of the human condition (in addition to being a bread crumb snorting simulator).

Disclaimer: the VGDC does not condone the use of drugs.

About

> Home
> Our Team
> Milestone 1: αω plasmashark

Programming

Setup
> Merge Conflicts
> Using GitHub

Tools
> Behaviour Trees

Game Systems

Character
> Level Progression
> Alignment
> Inventory

Gameplay
> Gameplay Loop
> Combat
> Quests
> Items
> Dialogue

Content Design

Art
> Art Style
> Thematic Decisions
> UI

Music + Sound
> Inspiration Board

Story
> Prologue

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