Below is a list of all the different types of game components currently supported by the system. The type of a component defines where the component show up in the game and which workflow types are available to be added. These components are grouped as some have shared behaviors, explained below.
Any component can be awarded by a workflow, so we don’t discuss how they are acquired, only where they show up and the workflows that can be added to each type.
These components represent physical objects that players can pickup, drop or move around in inventory. They are mostly fungible, in that there is no such thing as unique pieces of gold, a dollar, or a piece of wood. Gear is the only exception. The workflows for Drop and Pickup are build in and do not need to be defined.
These components show in the player’s inventory or in the location inventory. Currencies and resources are commonly added as UI elements so players can easily see how much they have available. Gear is fungible unless flagged as unique.
Generally used for trade, i.e. sell goods to receive currency and use currency to buy goods in the shop. Examples include dollars, gold, gems.
Resources typically just have Buy and Sell workflows, and are used as outputs from harvesting and production, and inputs to production and crafting. Examples include ore, wood, boards, leather, wheat, bread, etc.
Gear are used to facilitates particular workflows, like a tool used for harvesting, or social media account to harvest followers, or a weapon to attack an enemy. So gear often have attributes indicating capability (like ‘wood cutting’ or ‘melee attack’).
Gear is the only resource type that can be equipped by the player. Equipping is only required if slots are defined under ‘Manage Attributes’, otherwise gear in inventory will be considered readily available to the player for executing workflows that require it.