I am an indie game developer and owner of Broken Helmet Entertainment, the company I started. I love video games and so it was no surprise when I decided this is what I will do for the rest of my life :) Drop me a line whenever, I'm always eager to learn something new, and talk shop.

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Hi everyone, here we are at the end of another month. I do hope that it has been awesome for you all.

So as February draws to a close, I figured I would do another wrap up post of the month. Unfortunately, it has been a slow going month in regard to the project; a lot of grown up, life stuff has been getting in the way. However, that will not keep me from my work for long.

Now in brief, it has been a month dedicated to The Orchard’s player inventory system. That is, the picking up, dropping, swapping, using and so on mechanics of in game items. Majority of these mechanics are already functioning in the inventory system asset that I am using. It is a simple matter of applying the right script. After finishing up the tutorials, reading through the documentation and forums, and of course pestering the creator, I figured out how to implement these even more easily. However, there is a limit to the out of the box settings, and therefore, I have had to create a bunch of custom scripts, to expand functionality.

In as much as “custom scripts” sounds ominous, it is simply building on the already existing framework, and maximising on the already existing scripts; which the creator of the asset already expected. In fact, the most difficult part of all of this, is figuring out of the behind the scene functions that should exist.

For example, when the player tries to pick something up, and there is an item already in hand; I figured that the item already equipped can get tossed back into the inventory, and this new item takes its place. However, what happens when the inventory is already full? Swap out the items by dropping the old and equipping the new? What if the item in hand is a key item that should not be dropped? And so on, and so on…

And that mental knot is but one line of thinking that I have to work through. In addition, I want there to be bags to extend the inventory slots, hot key binding and several other mechanics.

Regardless of how tricky it may get, so long as I can work on one thread at a time, I am sure I will be able to get a good customized inventory system worked out. Then after, I need to fix up one for the NPCs…

([^.^])”

More to follow…

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