Good day everyone,
I would like to develop a game similar to Pokemon Go - player is walking in the game world, fighting monsters (their level, xp, etc. is based on player level, so it will be varying) and eventually catching them and storing them in the inventory.
My question is how to approach data model regarding these pokemon-like monsters in economy V2. Previous economy model offered custom data on inventory item instances, which seems not to be the case with V2 (but I read about stacks and display properties). So far I was able to come up with two feasible solutions:
1) Using full inventory solution - item stacks + display properties
I would simply define all monsters in my inventory, default stack would be the level1 monster and the other stacks would represent all other levels with custom display properties defined for each stack. After player catches the monster, it's corresponding stack is added to his inventory. With this solution I would end up like with 50 stacks for one monster which for me feels bit weird.
2) Using inventory for base monster definition, keep monster variations in player data
Here I would just define base monsters (only level1) in the inventory, in display properties there would be range of values for certain levels and then in the game all level1+ monsters'stats would be computed. After player catches them they will not be an inventory items, but a JSON in player data with specific catched monster description.
Which solution makes more sense to use? Or is there some other which I maybe missed? Thanks in advance for your answers!