Below is a list of all game component types currently supported by the system. These types define where resources show up in the game and some components filter the workflow types that are available. These components are grouped as some have shared behaviors, explained below.

Transferrable Resources

These resources represent physical objects that players can pickup, drop or move around in inventory.

Currency, Material, Token

Don’t have levels or attributes. Examples include wood, gold, gems, ore, lumber, and skill points.

Don’t typically have any workflows associated with them either, but are used as inputs and outputs on other workflows.

Recipe

Defines inputs required to build an output, using player inventory and placing into the player’s inventory.

Gear

A resource that facilitates some particular workflows, like a tool used for harvesting, or social media account to harvest followers, or a weapon to attack an enemy. Must be in an equipped slot to be available to workflows.

Gear is typically found and bought, but can also be set up to be crafted with a recipe.

Gear is the only resource type that can be equipped by the player. Equipping is only required if slots are defined, otherwise gear in inventory will be considered readily available to the player for workflows.

Chest

An object that holds a collection of other resources, like a loot box. Disappears upon opening, but can be picked up and dropped before it is opened

Power Up

Similar to gear but consumable, i.e. single use, gives boosts for some period of time.