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Description
Core Concept/Theory
We would need a clear and concise description of the concept. For example, It would be cool if [...]
This issue ticket is for after we finish migration for the NPCDB to ECS, which means we will then have to loop back and adjust the ItemDB's Editor script to turn each item from a gameobject into an entity prefab.
Since we have majority of the core code out of the way, we can take that time to refine a bunch of the items.
Furthermore we would finish up the DropTable, which means we will need MasterMemory setup and ready.
In addition, to the lootables, there will be the usage and sync that comes along with this change, which means we will have to adjust the R3/Orchestrator too, since we are using DI, there will be a decent amount of refactoring that we will have to do.
This is still a while from now, but it is something that I want to accomplish within the end of the year.
Alternative Ideas
Is there any other way this concept could be used?
No other major alternative idea, but establishing the in-memory database for the loot tables will be the only major issue that we will have to resolve.
Alternative Examples/Sources
Are there any other references that you can provide?
No major examples as of right now, I believe once we have this out of the way, we will have to link the accounts and their inventory to our supabase instance.
Additional information
Add any other context or examples of this concept here.
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