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roadtovostok
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Mini Dev Build - Tetris V2

Download link
https://drive.google.com/file/d/12zFcWjcWZG3IgNtXswVGr0T9PXbwmFtA/view?usp=sharing

How to test?

General info

1. Development builds are not designed for public, do not share files or download links.

2. You can record and publish content (images/videos) from these development builds.

3. Feel free to leave comments and feedback in this post.

What's new (compared to previous)?

Nice to know

-Antti (Developer)

Comments

It does not work; Godot is crashing.

Steffen Wilhelmy

Antii, I understand that you are not testing this here - you are testing the functionality of the tetris system itself, which I think works great. These are just my thoughts regarding encumberance versus storage space - I'm sure you've already thought of this. In the Demo, a typical max carry weight seems to be around 70-80kg when you are fully kitted which is realistic. With that max weight, in the demo, you could easily carry twelve (12) 4kg rifles and only take up 12 inventory slots while weighing 48kg. With the tetris build tested here, those 12 rifles would take up 120 slots (2x5x12) but there are only 96 slots available in the "inventory". So, the issue I see, is you would never risk being encumbered unless one of three things is implemented: 1) max carry weight is reduced (but as I said, an 80kg max is already realistic; going less would be unrealistic), 2) inventory space is scrollable (not really UI friendly), 3) items like backpacks and rigs in inventory are "nestable" similar to EFT and all item weight is carried over even when those things are "nested" within each other.

Romeo.Echo4

to remedy this, maybe you temporarily expand the inventory, just for that item, but no more items can be added, then any items cannot be put back in once removed - kind of like stretching the bag so to say

Romeo.Echo4

Everything works well. My only dislike is that alt+LMB to unequip an item will drop it if there is not enough space in the inventory. It would be nice to not remove the item (unless intentional shift+LMB) in case of accidental clicking or not rearranging inventory properly.

Kevin Kirkbride

**Click & Drop doesn't provide that separated Release state, since the release happens already right after the pick** - wouldnt the second click work as Release state ?

Rottmeister

As far as Annti said you will "earn" Shelter Cat trough quests. Would be logical if you need to take care of it. Pretty interesting mechanic if he can balance it right and it doesn't get annoying over time.

SavRoyale

Hi Antti, I've been messing with the inventory system and have had no issues; No item desync, slot overlap, visual glitches or items just disappearing. It's a really solid foundation. It's visually clear which tiles/slots are occupied and that are unoccupied. Though a suggestion for an accessibility feature. It's possible for some people to struggle distinguishing between lighter and darker shades: The grey (occupied tiles) to the darker shaded tiles (unoccupied); perhaps having a brighter contrasted colour for the unoccupied tiles. I do have a question; Do you intend to increase a guns tile size as attachments are added like for example; adding on a suppressor to a MP5 with the tile size going from 4x2 -> 5x2.

Kai

Hi! Just to let you know, I updated this V2 test build (previous had one small mistake), so if you want try breaking it, redownload the latest version from the link :)

Road to Vostok

He's actually a machine. Looks great, will try to break it tonight.

Mike D

Will the new inventory system support container nesting similar to what EFT does? I've always thought that was the most logical. Empty bags withing bags don't take up as much space as full bags within bags... keep up the great work... just started supporting today.

Romeo.Echo4

Alright got it, thanks for explaining! Also, that S. Cat stat.. you're telling me there's a shelter cat meter? Because that's amazing and hilarious if so :D

BomberDX

Hi! Thanks for testing! Click & Drop is not a wise choice (based on my testing) for tetris like inventory system, that's why most games that have this kind of system use Drag & Drop since you want to have a clear way of separating Pick (mouse button pressed) and Release (mouse button released) states. Click & Drop doesn't provide that separated Release state, since the release happens already right after the pick and because of that it would complicate the system a lot and introduce numerous edge-cases that would make the somewhat "easy-to-debug" system more towards "hard-to-debug". Also based on the feedback forms that I have received from the demos, it's quite obvious that majority of the players would have prefered Drag & Drop (even with the old inventory system), but I guess this topic is quite subjective for many. And when it comes to supporting both Click & Drop + Drag & Drop for the same interface that would basically need two totally different implementations and that would cumulate the code base massively for each grid related system (crafting, trading etc.)

Road to Vostok

Works well! Only thing I want to add is that I'd like the option to click and drop instead of drag and drop. Like, clicking once instead of holding would hold the item for you. And the player image showing the equiped items. But other than that really nice system!

BomberDX

Let me know if you can break this version somehow :)

Road to Vostok


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