Devlog - Actions and Tags System


Flexibility

Many systems in Pawsecuted are designed with flexibility in mind. Take for example the humble Rags, a common item in any post-apocalyptic world. In the game, you can use it as a crafting material, or equip it to throw at the enemy to slow them down in combat.


Another example is Dynamite, which you can equip as a throwable weapon, use it to open locked Vaults, or eat it with the consequences you would expect from doing that.


I think this kind of system makes for an interesting set of options for the player and allows organic strategies to develop. Do you become a rag-throwing specialist, collecting every piece of unencumbered cloth for this purpose? Or save your rags for crafting torches and becoming a flame-wielding warrior?

Actions

Using some generic input/output structures, I can make any item do a bunch of different things. Any item can be made to produce another item (recycling), alter the player's needs (eating/drinking) or alter status effects (applying bandage to stop bleeding).

These action outputs and effects can be combined, like eating Canned Yams can also produce an empty tin can or drinking Lemon Tea can also give you the Caffeinated status effect.


Tags

Items have tags that determine what they can do. For example, a Shiv has the Slice tag, which means it can be used in any crafting recipe that requires something to be sliced. Similarly, a torch or lighter has the Ignite tag which means they can both be used for anything that requires being set on fire, like starting a Campfire.


The whole system is data-driven. I can easily add the Ignite tag to the Shiv if I wanted some crazy fire-starting Shiv thing. I can make quests require items with tags instead of requiring specific items. Need to arm a ragtag gang of misfits with weapons? Any item with the Weapon tag will do. Whether it's a Knife or a Bazooka, the gang will gladly accept it!

Get Pawsecuted

Buy Now$11.99 USD or more

Leave a comment

Log in with itch.io to leave a comment.