Items, Equipment, and Inventory
Overview
BGF supports a broad item model that can cover moment-to-moment pickups, long-term gear, story-critical objects, and combat loadouts.
For clients, this means item design does not have to be limited to "weapons only" or "consumables only." The same framework can support multiple item roles in the same game.
Item Roles Supported By BGF
BGF can support items such as:
- consumables
- quest items
- crafting materials
- persistent items
- equippable gear
These roles can be mixed depending on the game's economy and progression design.
Equipment Categories
BGF already supports equipment categories that can fit different genres.
Examples include:
- fantasy or adventure style: weapon, off-hand, armour, hat, shoes, accessory
- science-fiction style: engine, plating, reactor, drone, turret
This makes it easier to adapt BGF to very different game fantasies without rebuilding the whole item layer.
What Items Can Affect
Items and equipment can influence gameplay through:
- health
- shield
- stamina
- damage
- speed
- regeneration
- attack behavior
- projectile behavior
Buffs can also be temporary, which makes room for power-ups, timed boosts, and short-lived combat effects.
Weapon And Projectile Support
BGF already supports a flexible projectile setup for equipment and combat items. This includes patterns such as:
- single shot
- spread shot
- orbiting projectiles
- laser-style attacks
It also supports multiple firing and aiming styles, which gives room for very different weapon identities.
Inventory And Carrying Model
Items can support:
- carry limits
- pickup behavior
- world pickups
- persistent ownership across campaigns where appropriate
This allows a project to mix run-based inventory with longer-term progression.
Persistent Equipment And Long-Term Progress
BGF can preserve equipment and other designated items across campaigns where the design calls for persistent progression. This is useful for:
- long-term upgrades
- recurring gear across story chapters
- campaign-spanning equipment growth
Loadout Selection
BGF already supports campaign-integrated loadout scenes. This means the player can enter a dedicated preparation map and choose equipment before moving on.
This is valuable for games that want the feeling of:
- a hangar
- an armoury
- a prep room
- a briefing/loadout station
Story-Driven Item Changes
Items can also be granted, removed, or changed as part of scripted story flow. That makes it possible to support moments such as:
- receiving a mission-critical tool during a cutscene
- losing access to equipment for story reasons
- switching to a new loadout after a major event
Example
Ash d'roid already demonstrates BGF's ability to present equipment selection as part of the map flow rather than as an isolated menu outside the campaign.