As I mentioned yesterday, I've recently been putting the finishing touches to the inventory system. The inventory is split into three main categories; generic items, weapons, and clothing. Every item has a rarity (common, rare, epic or legendary), which, along with it's stats, affect it's value. Items can be obtained from defeating enemies or by purchasing them from shops. Legendary items are unique and can only be obtained from quests. I'll briefly run through each type of item.
Generic Items
Generic items encompass anything that can't be equipped. Most of these are consumables, which can cause transformations, replenish health, willpower and stamina, or apply special effects. (I'll talk about health and other attributes in a future post.)
Weapons
Weapons come in two different varieties; melee or ranged. You can have one melee and one ranged weapon equipped at the same time (I'll talk more about this in the upcoming combat post). Every weapon has a base amount of damage as well as a damage type. For example, a baton currently does 6-10 physical damage. Each weapon also has a quality (average, fine, exceptional or masterpiece) that affects it's base damage. I'm still tweaking weapon values and how quality works.
Clothing
Clothing is the most complicated of the item types. Each piece of clothing fits into one of 15 inventory slots, and can be covered in sexual fluids, be locked (i.e. for chastity belts & cages), be too feminine or masculine for you to be comfortable wearing, and be part of a clothing set (e.g. Maid's outfit). Clothing provides physical resistance, and can also provide other attribute modifiers. Every piece of clothing can be found in specific colours (e.g. bras can be found in over 10 different colours, but each piece of the Maid's outfit is only available in black or pink). The clothing slots (and some examples) are:
To give you a better idea of how the inventory works, tomorrow's post will include some screenshots of it in action. I'll also talk about the UI and game flow.