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.
Years ago I purchased a game dev bundle on HumbleBundle. Part of that was a sound library called Pro Sound Collection. It’s pretty comprehensive, whether RPG or FPS, there are sounds for a ton of use cases. I might as well use them for something. Luckily for me, the sound collection is pretty well organized. …
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.
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 creatingGGItemDataresources, 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
Audio Manager to handle the loading of sound effects in bulk
Years ago I purchased a game dev bundle on HumbleBundle. Part of that was a sound library called Pro Sound Collection. It’s pretty comprehensive, whether RPG or FPS, there are sounds for a ton of use cases. I might as well use them for something. Luckily for me, the sound collection is pretty well organized. …
Inventory System v1.1 available
Hot on the heels of 1.0, version 1.1 allows for gaps in the inventory. This release also correctly bakes the release version into the PDF Guide.
Inventory System v1.14 available
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
Toggling Visibility of Nested CanvasLayers
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.