Tool System โ
Overview โ
A comprehensive tool management system providing equipment-based gameplay mechanics, tool durability, skill interactions, and crafting integration. Implements various tool types, upgrade systems, specialization mechanics, and tool-based puzzle solving while maintaining inventory organization and user-friendly tool switching.
System Architecture โ
mermaid
graph TB
A[Tool Manager] --> B[Tool Controller]
A --> C[Durability System]
A --> D[Upgrade System]
A --> E[Skill Integration]
A --> F[Interaction System]
B --> G[Tool Categories]
B --> H[Active Tools]
B --> I[Tool Switching]
B --> J[Tool Storage]
C --> K[Wear Calculation]
C --> L[Repair Systems]
C --> M[Breakage Handling]
C --> N[Durability Display]
D --> O[Enhancement Slots]
D --> P[Material Upgrades]
D --> Q[Skill Bonuses]
D --> R[Enchantments]
E --> S[Skill Requirements]
E --> T[Proficiency Bonuses]
E --> U[Experience Gain]
E --> V[Mastery Effects]
F --> W[Environmental Interaction]
F --> X[Crafting Integration]
F --> Y[Puzzle Mechanics]
style A fill:#4a90e2
style B fill:#7ed321
style C fill:#f5a623
style D fill:#bd10e0
style E fill:#50e3c2
style F fill:#d0021bComponent Breakdown โ
Tool Manager Component โ
- Purpose: Central orchestration of tool systems and equipment management
- Key Features: Tool registration, category management, system integration
- Performance: Efficient tool database with smart caching and quick lookup
Tool Controller Component โ
- Purpose: Manages individual tool behaviors, interactions, and functionality
- Key Features: Tool-specific logic, interaction handling, effect application
- Performance: Optimized tool processing with context-aware activation
Durability System Component โ
- Purpose: Handles tool wear, damage, repair, and replacement mechanics
- Key Features: Realistic wear simulation, repair options, replacement management
- Performance: Efficient durability tracking with minimal computational overhead
Blueprint Patterns โ
Tool Usage Flow โ
mermaid
sequenceDiagram
participant P as Player
participant TM as Tool Manager
participant TC as Tool Controller
participant DS as Durability System
participant SI as Skill Integration
participant IS as Interaction System
P->>TM: Select Tool
TM->>TC: Activate Tool
TC->>SI: Check Skill Requirements
alt Skill Requirements Met
SI->>TC: Skills Approved
P->>TC: Use Tool
TC->>IS: Process Interaction
IS->>DS: Apply Wear
DS->>TC: Update Durability
TC->>SI: Award Experience
TC->>P: Show Results
else Insufficient Skills
SI->>TC: Skills Insufficient
TC->>P: Display Skill Requirements
end
alt Tool Broken
DS->>TC: Tool Unusable
TC->>P: Show Repair Options
end
note over DS: Durability affects tool effectiveness
note over SI: Tool usage builds relevant skillsTool Switching Pattern โ
- Quick Selection: Rapid tool switching for efficient gameplay
- Context Awareness: Automatic tool suggestions based on interaction context
- Hotkey Integration: Customizable keyboard/controller shortcuts for tools
Upgrade Progression Pattern โ
- Material Integration: Better materials create superior tools
- Skill Scaling: Player skills unlock advanced tool capabilities
- Enhancement Systems: Socketed upgrades and enchantments for customization
Performance Optimization โ
Tool Processing โ
- Context Activation: Only process tools relevant to current context
- Update Batching: Group similar tool updates for efficiency
- Lazy Evaluation: Calculate tool effects only when needed
Durability Management โ
- Incremental Updates: Update durability in response to usage events
- Wear Prediction: Predict tool lifespan for player planning
- Efficient Storage: Compact durability representation in save data
Interaction Optimization โ
- Spatial Queries: Efficient detection of tool-interactive objects
- Context Caching: Cache interaction contexts for repeated use
- Result Pooling: Reuse interaction result objects efficiently
Integration Points โ
Crafting System Integration โ
mermaid
graph LR
A[Tool System] --> B[Crafting System]
B --> C[Recipe Requirements]
B --> D[Quality Bonuses]
B --> E[Crafting Speed]
A --> F[Skill System]
F --> G[Tool Proficiency]
F --> H[Skill Bonuses]
F --> I[Mastery Unlocks]
A --> J[Inventory System]
J --> K[Tool Organization]
J --> L[Storage Solutions]
J --> M[Quick Access]
style A fill:#4a90e2
style B fill:#7ed321
style F fill:#bd10e0
style J fill:#f5a623System Integrations โ
- Economy System: Tool buying, selling, and trading mechanics
- Quest System: Tool-specific objectives and requirements
- Puzzle System: Tools required for environmental puzzle solving
- Combat System: Tools as weapons or combat aids
Environmental Mechanics โ
- Resource Gathering: Tools for mining, logging, farming, fishing
- Construction: Building and crafting tools for player construction
- Exploration: Specialized tools for accessing hidden or dangerous areas
- Maintenance: Tools for repairing and maintaining equipment and structures
Configuration System โ
Tool Categories Data Asset โ
- Gathering Tools: Pickaxes, axes, sickles, fishing rods, nets
- Crafting Tools: Hammers, needles, looms, anvils, workbenches
- Exploration Tools: Ropes, grappling hooks, torches, compasses, maps
- Combat Tools: Weapons that double as tools, shields, armor
- Specialized Tools: Lockpicks, medical kits, magical implements
Durability Rules Data Asset โ
- Wear Rates: How quickly different tools degrade with use
- Material Properties: How tool materials affect durability and performance
- Repair Methods: Available repair options and their effectiveness
- Replacement Costs: Economic factors in tool maintenance vs replacement
Skill Requirements Data Asset โ
- Basic Proficiency: Minimum skills required to use tools effectively
- Advanced Techniques: Higher skill levels unlock additional capabilities
- Mastery Benefits: Expert-level bonuses for highly skilled tool users
- Cross-Training: How skills with one tool affect others
Advanced Features โ
Dynamic Tool System โ
- Contextual Tools: Tools that adapt behavior based on usage context
- Combination Tools: Multi-function tools with switchable modes
- Improvised Tools: Creating temporary tools from available materials
- Living Tools: Organic or magical tools that grow and evolve
Master Crafting Integration โ
- Custom Tools: Player-created tools with unique properties
- Legendary Tools: Rare tools with special abilities and histories
- Tool Personalization: Customization options for appearance and functionality
- Inheritance Systems: Tools passed down through generations or guilds
Social Tool Features โ
- Tool Sharing: Lending tools to other players temporarily
- Collaborative Tools: Large tools requiring multiple players to operate
- Teaching Systems: Experienced players demonstrate tool techniques
- Tool Guilds: Organizations focused on specific tool mastery
Tool Categories โ
Tool Type System โ
mermaid
graph TD
A[Tool Types] --> B[Hand Tools]
A --> C[Power Tools]
A --> D[Precision Tools]
A --> E[Specialized Tools]
A --> F[Magical Tools]
B --> G[Hammers & Axes]
B --> H[Knives & Blades]
B --> I[Basic Implements]
C --> J[Mechanical Devices]
C --> K[Steam-Powered Tools]
C --> L[Magical Automation]
D --> M[Measuring Instruments]
D --> N[Fine Manipulation]
D --> O[Surgical Tools]
E --> P[Professional Equipment]
E --> Q[Trade-Specific Tools]
E --> R[Unique Implements]
F --> S[Enchanted Tools]
F --> T[Ritual Implements]
F --> U[Arcane Devices]
style A fill:#4a90e2
style B fill:#7ed321
style C fill:#bd10e0
style D fill:#f5a623
style E fill:#50e3c2
style F fill:#d0021bUsage Mechanics โ
- Direct Use: Tools used directly on target objects or materials
- Preparation Use: Tools used to prepare for other activities
- Maintenance Use: Tools for repairing and maintaining other equipment
- Creative Use: Tools for artistic and creative expression
Quality Systems โ
- Material Quality: Better materials create more effective tools
- Craftsmanship: Skill of creator affects tool quality and durability
- Age and Wear: Tools develop character and sometimes improved performance
- Enhancement: Upgrades and modifications that improve tool capabilities
Implementation Notes โ
Blueprint Architecture โ
- Modular Tool Components: Flexible framework supporting diverse tool types
- Event-Driven Design: Reactive tool system with efficient state management
- Data-Driven Configuration: External tool definitions for easy content creation
Interaction Design โ
- Intuitive Controls: Tool usage follows expected real-world metaphors
- Visual Feedback: Clear indication of tool effectiveness and state
- Progressive Complexity: Simple tools teach concepts for advanced tools
- Context Sensitivity: Tools behave appropriately in different situations
Performance Patterns โ
- Smart Activation: Only active tools consume processing resources
- Efficient Queries: Fast lookup of tool capabilities and interactions
- Memory Management: Optimal storage of tool states and properties
User Experience โ
- Tool Discovery: Exciting moments when acquiring new tools
- Mastery Progression: Satisfying advancement in tool proficiency
- Problem Solving: Tools enable creative solutions to challenges
- Customization: Player expression through tool choice and modification
This tool system provides a comprehensive framework for equipment-based gameplay that enhances player agency through creative tool use while supporting skill progression and problem-solving across all platforms and play styles.