Item System for game

I dunno how to go about making my game’s item system. Basically the player is a robot and can carry around one item at a time (and the items are usually about 4x4x4 studs) and can place these items down. Some of these items have abilities which can be activated by pressing a key like E. I also want to be able to make it so you can throw these items by charging up the drop button (something like Q). If anyone has an idea of how i can go about this, i would be greatly appreciative of it.

oh, also some items would have to be able to be put into “ItemHolders”, which in that case id need to figure out some way to weld them together (probably not too hard to do).

hopefully this post doesnt die like all my others i make

It would probably help to put tags in your post- and also be a little bit more specific as to what your issue is with creating the system.

My main issue is that i cant figure out what sorta way to go about the system. Like, im not sure if i should do something like with collection service and use tags, or use OOP or stuff like that.

Unfortunately, that’s not anything I know much about, sorry. Hope you figure it out soon. Though I will say it’s your game, so any way that works for you and your game is fine. A part of scripting (or coding/developing in general) is figuring out how to fix or create something in your own way.

You could create a Module Script that handles the core item functionality, where each item is a Model with its own unique properties stored in attributes or a configuration folder.

The player’s character would have a single “equipped” variable to track the currently held item. When picking up an item (maybe through ProximityPrompt), the item would be welded to a designated holding point on the robot character.

For the throwing mechanism, you could use UserInputService to detect when Q is held, use a TweenService to visualize the charge-up, and then apply physics (BodyVelocity) to the item when released. Item abilities could be stored in a dictionary within the Module Script, mapping each item to its specific function that triggers when E is pressed.

For ItemHolders, you could use a simple WeldConstraint when the item intersects with a valid holder, using TouchInterest to detect the collision. All of this would be managed through a main client script that handles input and communicates with the server via RemoteEvents for replication.

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Thank you! this is exactly the help ive been looking for!

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