I had a question regarding the best way to have items in my RPG game.
Currently I have a class structure in which everything inherits from GameObject. Item inherits GameObject. Armour Inherits Item. Helmet inherits Armour. Etc.
I am wondering whether I should have a class for each specific piece of armour, weapon, item, etc. in the game, or whether I should have generic "Helmet", "Shield" etc. classes and then use a factory instead to fill in the constructor arguments. I am unsure of whether the number of classes will become too much and if this is bad.
Item* firstHelmet = new LeatherHelmet(); Item* otherHelmet = new SteelHelmet();
Item* firstHelmet = Armour::Create(ArmourType.Helmet, Tier.Leather); Item* secondHelmet = Armour::Create(ArmourType.Helmet, Tier.Steel);
The first example will result in a large number of classes. However, the second example is going to result in a lot of if statements or switch cases to query the type and tier of armour being created and then setting the appropriate variables.
Which is best, or is there another better solution I am missing?