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Tutorial level: Replace debug_item with three starting items (Meat, Vegetables, Mustard) #38

@aebrer

Description

@aebrer

Summary

Replace the single debug_item spawn on the tutorial level (Level -1) with three starting items: Meat, Vegetables, and Mustard, mapped to the three pools. Only one spawns per run, selected by rarity via the forced item spawn method.

Items

Item Pool Rarity One-Time Boost
Meat BODY Common +5 BODY
Vegetables MIND Uncommon +5 MIND (affects mind attack damage, max sanity, and perception/map reveal)
Mustard NULL Rare +5 NULL

Design Intent

  • Only one of the three spawns per run, selected by rarity using the forced item spawn method. Rarity matters: Meat is most common, Mustard is the lucky find.
  • One-time boost items. These are tutorial-only items that will never appear on other floors. Since they cannot level up, they provide a flat +5 to their respective stat on pickup — a strong initial boost in contrast to most items which scale over time.
  • Each item introduces one of the three pools (BODY, MIND, NULL) to the player.
  • Strictly tutorial-only — not available on any other floor.

Descriptions

  • Meat: TBD
  • Vegetables: Includes a lecture about how "vegetable" is actually an unscientific term — a tomato is both a berry and a vegetable.
  • Mustard:
    • Low clearance: Seems completely normal.
    • Higher clearance: "Yup, turns out mustard was magic, huh."
    • Highest clearance (OMEGA): "Favorite condiment of the King in Yellow."

Implementation

  • Create scripts/items/meat.gd, scripts/items/vegetables.gd, scripts/items/mustard.gd (extending Item)
  • Update scripts/resources/level_neg1_config.gd: replace add_permitted_item(DebugItem.new()) with all three items so the forced spawn method picks one by rarity
  • Each needs: item textures, visual descriptions, clearance-gated descriptions, and a one-time +5 stat boost on equip
  • Register in entity_registry.gd / knowledge_db.gd as needed

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