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Design: Itemization, Guide System

August 30, 2025โ€‹

  • @rachaelrose1212
  • @jyu
  • @maloki
  • @Rev
  • @Sp3cialK
  • @WarrenGore
  • @Galactic_15

Visual Working Board PDFโ€‹

Meeting Formatโ€‹

  • Meeting included:
    • Idea sharing (15 minutes)
    • Weekly focus topic (30 minutes)
    • Review of existing and in-progress ideas (15 Minutes)

Itemizationโ€‹

  • Desire to bring up itemization specifically armor
  • Itemization is a very big topic and the "heartbeat of an arpg"
  • suggested waiting until more people are present

Guide Systemโ€‹

System Approachโ€‹

Technical Implementation

  • WotR Quest System: Currently supports random, repeatable bounty/reputation quests
  • Patchouli Guidebook: Primary tool for tutorial and progression guidance
  • Separate Systems: Bounty quests vs story/tutorial quests serve different purposes
  • Data Pack Integration: Allows flexible content addition and experimentation

Quest Categories

  • Bounty/Task Quests: Random, repeatable (current WotR system)
  • Story Quests: Linear progression
  • Guidebook: Step-by-step progression without forced reading

Guidebookโ€‹

Content Strategy

  • Stopgap Solution: Until public release, potentially permanent
  • JEI Integration: "Craft this item" rather than detailed ingredient lists
  • Minimal Verbosity: Simple steps, rely on existing game systems
  • Lore Integration: Use existing lore team definitions and content

Guidebook Structure Core Subjects:

  • General welcome to the modpack
  • What to do in rifts
  • Skill bench mechanics
  • Rune gems and anvil usage
  • Mob info and spawner mechanics
  • Armor types and implicits

Key Forge:

  • Key Forge crafting
  • Key creation
  • Rift Spawner crafting
  • Key + Rift Spawner usage
  • Enter Rift

Rift Systems Explanationโ€‹

Core Loop

  • Primary Goal: Loot acquisition (geodes and skill threads)
  • Progression Chain: Loot โ†’ Ability Bench โ†’ Rune Anvil โ†’ Character improvement One working objective, brainstorming posts for additional objectives

Essential Knowledge Armor System:

  • Different armor types have different implicits
    • Gold armor: mana regen
    • Diamond armor: armor toughness
    • Iron armor: armor toughness

Equipment Recommendations:

  • Wear complete armor set when entering rifts
  • Carry backpacks for loot management
  • Understand upgrade systems

"Useful to Know" Section

  • Backpack usage and upgrades
  • Ability crafting, equipping, and cycling mechanics
  • Rune anvil interaction

Contentโ€‹

Lore Integration

  • Limitations: 20-30 word limit for lore flavor text
  • Focus Priority: Clear instruction over lore for tutorial content
  • Reusable Content: Leverage existing lore team definitions

Core Objectiveโ€‹

Work with existing systems to create content comprehensible beyond just project contributors Provide basic guide information for entry and gameplay understanding

  • Essential Information Only: Focus on what players need to progress
  • Temporary but Potentially Permanent: Guidebook approach may become standard
  • Clear Instruction Priority: Tutorial clarity over narrative complexity

Additional Topicsโ€‹

Bestiary Systemโ€‹

  • Could fall into 'guide' territory

Smithing Templatesโ€‹

  • Mentioned for armor enhancement, needs elaboration

Chest Slicingโ€‹

  • Making chests entities could cause performance issues

Next Actions

  • Next weekโ€™s meeting will continue at a similar time
  • No planned forum topic
  • Next focus:
    • Modifiers
    • Rift Objective requirements and rewards
    • Quest systems
    • Abilities
    • Essence Economy
    • Rift Chest and Spawner Loot