This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a
GGItemCollection
. This also reduces the need for manually creating
GGItemData
resources, which simplifies item management at design time significantly.
The new crafting editor can create complex crafting graphs and make it easy to keep track of the entire crafting recipe dependency tree. So far, only automated crafting has been supported. This release adds manual crafting, which also includes multiplayer crafting support.
What was previously known as “Game UI” is currently getting revamped. The new GGUIKit addons provide functionality for MMORPG-style movable and resizable dialogs. Themes have also been split up into a separate addon to help organize things a bit better.
The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.
Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:
Here’s a collection of tutorials that are helpful if you’re new to using Control and Container nodes to create UIs in Godot 4. The Game Dev Artisan video covers creating a simple UI with a reload indicator for a simple 2D tank game: Clear Code’s 11+ hour Ultimate Introduction to Godot 4 has a chapter …
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
Inventory System 2 Alpha 2 available
This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a
GGItemCollection
. This also reduces the need for manually creatingGGItemData
resources, which simplifies item management at design time significantly.The new crafting editor can create complex crafting graphs and make it easy to keep track of the entire crafting recipe dependency tree. So far, only automated crafting has been supported. This release adds manual crafting, which also includes multiplayer crafting support.
What was previously known as “Game UI” is currently getting revamped. The new GGUIKit addons provide functionality for MMORPG-style movable and resizable dialogs. Themes have also been split up into a separate addon to help organize things a bit better.
For additional details, please see the alpha 2 changelog.
The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.
Related Posts
Inventory System v1.6 available
Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:
Building UIs in Godot 4
Here’s a collection of tutorials that are helpful if you’re new to using Control and Container nodes to create UIs in Godot 4. The Game Dev Artisan video covers creating a simple UI with a reload indicator for a simple 2D tank game: Clear Code’s 11+ hour Ultimate Introduction to Godot 4 has a chapter …
Inventory System v1.7 available
A couple of corrections and a new feature: Bug fixes:
Inventory System 2 Alpha 1 available
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …