This week I've been fleshing out the dictionaries for my dynamic item generation system.
I made a few changes since it was first designed, like simplifying the materials and making them less exotic. Now there are a lot of normal materials (like COPPER and GLASS) and some exotic or magical materials.
Items are generated with a number of attributes. Which ones they get depends on the type of object, its quality and its material. Here are a few examples:
I think it's going quite well so far, though I'm having to generate a lot of items and check their attributes so I can fine tune the dictionary rules.
You can see the "CLUB$1" up there, which is a rare, ivory, toy club.
I think children's club would be a better attribute than toy. That sounds strange in some cases.
There's a ugly, copper long-sword, which is both blunted and corroded. Items can have several damage attributes, depending on their quality. As they get used in game and pick up more wear and tear, they can also pick up more damage attributes.
There's still work to be done to avoid strange combinations, though i may just go with it.
The enchanted, ancient cooked eggs made me laugh. Since they are not a weapon and can't be equipped as jewellery their item modifiers (skill and aim bonus) don't have any effect, but you can imagine they would have some in universe use (they would have a higher cost because of their attributes, so you can sell them for a good profit).
In the game I'm going to keep item images to a minimum. I'm relying on the text elements to tell the story of these items, combined with your imagination. Just look at those items up there, whatever you can imagine about them will be much more interesting than any half baked procedural graphics a I can cook up.