Item Factory

Technical Design
I did a little work today on an item factory. When I need to spawn a piece of gear, I’d like to be able to do something like: GearFactory.RandomItem(player class) to get a random item for the player’s class. Then say I need to drop a guaranteed legendary; GearFactory.RandomItem(playerClass, GearTier.Legendary). So that’s in my notes for later….

So what does the tiering system for my gear look like? A lot of games use the a common, rare, legendary system. Some have higher tiers like ancient or mythic. Others have lower tiers like ordinary or normal. Some questions;

  • “How many weapon tiers will there be?” - You want to have enough tiers to feed a grind, but not so many that it’s confusing or that certain tiers become worthless.

To be continued…