I am thinking about making a game where items accumulate malfunctions similar to how our everyday objects like cars and laptops do. Currently I have a scheme for magic wands and would like to make similar schemes for other items.
A wand is composed of
- charger: refills the battery
- battery: stores charge
- regulator: determines power, range and charge usage
- aim: how it is aimed
- trigger: causes the wand to fire
a malfunctioning battery can spark, causing the wand to fire, or lose charge over time
a malfunctioning regulator can lose range, discharge the full battery into one shot, or release several shots at once
a malfunctioning aim can veer to the left or right, or refuse to let you change targets
a malfunctioning trigger can be stuck on, or require several uses to fire.
Malfunctions start by only causing trouble in extreme states (or conjunctions of extreme states) and gradually get worse over time.
relevant states are:
- hot, warm, cool, cold
- very charged, normal, drained
- wet, normal, dry
- vibrating, still
How should I extend this to items that aren't wands, so they too can malfunction in sensible ways?