Table of Contents

Gear

Context

Gear is any item that is collectible in the game. From armor and weapons to access cards and alpha-gel. The character starts the game with a basic, planetside loadout of gear that is level-specific (Level 1). Each piece of gear, when appropriate, will have a level associated with it. The character may use any piece of gear that is equal to their level or lower. Higher-level gear may be stored for later use, sold for credits, or scraped for components. Throughout the game, better gear will be available from merchants, as quest rewards, or special loot drops.

Hypothesis

Better and better gear will keep the player’s character alive longer, allowing them to stay in the fight and finish the mission. This provides ties directly to the game’s pillars of adventuring and progression.

Measuring Success

Measuring success has to be multifaceted. The system needs to be flexible enough to add gear quickly as the game progresses while the necessary tie-ins to all the other game mechanics.


Design

Summary

Write down a summary of how the feature works. Include images or sketches if you have any.



User Journey

Sketch out screens of what the player will see and do, step by step.



Flow

Create a flow diagram of how the feature works.



Values

If this is a feature that has values attached to it then define them here.



Edge Cases

Are there any situations where this feature needs to behave a little bit differently?



Research and Testing

How are you going to test this feature at different stages of development?