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roadtovostok
roadtovostok

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Dev Update (04/11/2023)

Hi!

Here's a quick dev update.

This I week I started implementing one of those "scary" porting topics which is the entire inventory system + dozens of sub-features that are related to handling UI-items in the game.

I think I have rewritten this system in Godot about 3-4 times since each time I have a found a better way to implement stuff and Godot's UI tools are definitely one of its strengths, if you know the right way to use them :)

In terms of inventory system, currently I have implemented:

- Item architecture
- Item data / sub-datas
- Modular grids
- Drag and drop
- Item stacking
- Item splitting / merge
- Item drop
- Container grid
- Equipment slots
- Character preview
- Item usage

I started this Godot Inventory approach by using 1x1 cells (except certain slots) since it's the most straightforward way to start and I will probably use this until there's that entire Public Demo 2 game loop.

The multi-tile "tetris" inventory is definitely returning once there's a good time for that, but that was by far the biggest "bug nest" in Unity, so having this more simple way to handle items will give me some leverage to implement the entire inventory system much organized and faster way at beginning.

I will probably polish some of these UI things until Monday or Tuesday since I know bunch of ways now to optimize this in Godot and then I will be sharing that next test build.

Have a great weekend :)

- Antti


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