Figuring out where to start after finishing something is honestly the hardest part.
I just like to go over a bunch of things that I have in mind, then when I find one that doesn’t require me to finish something else first, I start if I’m feeling motivated.
im still thinking about how to handle item datastores, but i know it’ll work by storing a list of basically every possible item (or only storing the discovered ones).
i’m thinking how i should sort discovered and undiscovered items, or if i should make it so the player knows every item in the game that exists.
It kinda depends on what kind of game you’re making.
Are the items meant to be something to strive for? If so, show all, don’t hide unobtained.
Are the items meant to be something randomly collected? If so, show only obtained.
Are the weapons meant to be option 1, but secretive? If so, show all, hide unobtained.
It’s always about that dang money, ain’t it?
I SUPPOSE if you want one of those child manipulation games, you’d get the best results by showing what the players are getting, because then they know what they want.