I’m working on my own on a roguelike and I’m starting to work on the inventory. My first idea was to have an array of classes with a map to store the class of the item and the quantity. But then I thought I might want to add the posibility for the player to modify their items (enchantments, upgrades, etc). So I thought it would be really easy to just store the modifications on a class instance, if I have a regular weapon with +3 damage, I just add the damage on an instance and the inventory gets all the actors of the item class and its modified values (rather than the class defaults). and I would just hide those instances to the player. I can’t think of any reason why this would be a bad idea, but I’m not a programmer and have not seen anything like that in the tutorials I’ve seen, is this a good idea?
yep UObjects or structs are the way to go