My project, in its current state, keeps all of the info for each inventory item in script files. That means, inventory items and their properties are part of the codebase. This works well, but I'm advancing quickly through development and I fear that this system is going to pose some problems later on. Normally, data (item properties) are not stored in the code, but in some sort of database.
I was thinking about storing item properties in external (text for now) data files, that would get parsed when the game loads. I'd mark each item with a string ID (for easier referencing in other places - GetItemWithID("FOOD_FISH") makes more sense than GetItemWithID(5)). Then, I'd build some sort of class that would take care of item-driven events (such as what happens when an item is consumed). Then I'd map each function implemented by the manager to some interpretable string counterpart (in an item's data file I'd have the string "RestoreHealth(50)" - this would be mapped by the manager to the function RestoreHealth (the param would get passed too)).
Is this an even remotely good idea? How would you do it?
Another thing that I'm thinking of, since I'm building a tool to make inventory item creation easier, is to develop something that simply generates appropriate C# code for an underlying database of user-readable and editable item properties.
E.g. it takes in
FOOD_FISH Name:Fish Value:50 OnConsume: RestoreHealth(40)
FoodFish = new InventoryItem(); //Properties set here.
After Byte56's reply, I came up with a kind of format that's easy enough to parse.
[ID:IT_FO_TROUT] [Name:Trout] [Description:A raw trout.] [Value:10] [3DModel:null] [InventoryIcon:trout] [Tag:Consumable] [Tag:Food] [Tag:Stackable] [OnConsume:RestoreHealth(15)] [OnConsume:RestoreFatigue(15)]
Since on the project there will be people with no programming experience working remotely, using external files + custom item generators seems to be the best way to go. Should've figured it out earlier.