Item Effects

Item Attributes
This page outlines the attributes that are inherent to each custom-created item.

Since the game revolves around this unique part of gameplay, each of these attributes must be:
 * Influenced by the item creation process
 * Stored adequately in the item's internal representation in the program, and
 * Useful or visible in the world outside the workshop, especially in combat; the item's custom nature (and perhaps also how it is used) are critical to determining the outcome of a combat situation.

2D to 3D & vice-versa for vertex editing.

Attributes

 * Density (determines mass, speed) - this is an attribute of the materials used
 * Hardness (determines armor-piercing ability) - also a material and treatment effect, alloys will affect this
 * Sharpness (ditto; plus determined by geometry to some degree. Other methods can enhance sharpness)
 * Edge Type (blunt, sharp (flat, convex, concave), serrated)
 * Toughness (how much shock can it take before it will break?)
 * Flexibility (can it bend? How much? - yellow; more complex and maybe less useful in demo)
 * Balance? (maybe determines speed of various parts of animations: easier to swing one way than another)
 * Reach (pure property of geometry. Longer weapons can hit from further away...what's the benefit of a shorter weapon? Less time required to strike.)
 * Qualitative effects of the material used (i.e. elemental weaknesses, magical creatures being weak to iron, etc)

Open Questions:
How will the item be able to interact with the game world post-creation? How will we incorporate these attributes into the creation process?