I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example
Steel is a raw item.
Mechanical Assembly is a more complex item that requires
2x Steel and maybe
1x Rubber. Then
Hydraulics is an item that contains
2x Mechanical Assemblies and
1x Electronics (which is another complex item). So and so forth.
These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items.
If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game.
My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses?
None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it.
I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.