The power of an item

At the core of any inventory/shopping system are the individual items themselves. They need to be designed in a way that will not only set each item apart from every other item, but will also ensure that they work together to benefit the player as they travel through your world.

Items generally have their individual properties. Refer to the following table:

Item/property

Description

Slot

Can this only be used in a certain slot for the player or in general?

Stackable

Can items, such as ammo or potions, be stacked on top of each other?

Health

Yes, items should have health and they shouldn't degrade.

Strength or damage

What is the effect on the player's health (can it be negative to add health)?

Defense

Does the item protect the player at all, even if only a little bit?

Power

Does the item have its own source of power/ammunition? Is it limited?

Recharge rate

Does the item recharge itself or not? Can it be recharged?

Size

Is the item bulky and cumbersome?

Weight

Is it light or heavy? Will it encumber the player or slow them down?

Storage

Similar to a backpack, does it enable the player to carry more? Negative would mean that they will carry less.

Cost

What is the in-game or real currency value of an item?

Trade-in value

In some systems, the item's health will impact this.

Perks

Does the item have bonuses that will also enhance the player?

Abilities

Similar to perks, does the item grant a special action to the player?

Use/type

Is it a weapon, armor, potion, and so on?

Category

Does it have a specific category within its type?

Level

Can the item be leveled up, making it stronger, or is it a fixed level?

Durable or consumable

Is the item nonconsumable, durable, purchasable, or one-time consumable?

Rarity

Is the item one of a kind, simply hard to find, or a commonplace object?

A lot of the preceding items will just depend on the style of the game you are making; not all will fit, but you should review each of them in turn as you design the shopping/inventory system.

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