Inventory System v1.18.1 available (and v2 progress update)
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been refined for over a year now, and I’m quite happy with how it turned out. The inventory system is a great place to start if you want to dive deep into inventory architecture with Godot 4.
Based on your feedback, the inventory system audience falls into one of two groups: The first group wants to learn more about the inner workings, architecture, and programming techniques to build inventory capabilities. For that group, the current inventory system is great. With 500+ pages, the guide is comprehensive. The second group is more interested in having an inventory system ready to be dropped into a project with minimal work and configuration, which is what version 2 is working towards.
Version 2 will also include more technical refinements and a backlog of refactoring work. Most of the functionality will continue to work the same, so conceptually not much changes. It’s largely a matter of how the features are organized and split up. My goal is to split the system into separate add-ons to make it even easier to compose functionality. Rather than attempting to modify the guide along with it, v2 will also have a new guide focused more on higher-level concepts, while the scripts will use more documentation comments.
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.
Just recently Valve announced the Steam Deck, a hand-held gaming device with the capability to play your entire Steam game library. This is huge. In the news, I largely see comparisons being drawn with the Nintendo Switch. Nintendo recently announced the Switch OLED, with a somewhat lukewarm reception. If Valve gets this right, this goes …
The latest version of the inventory system is available and includes refinements for the interaction demo and the main tour. New features: We’ve also got a handful of bug fixes:
One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …
Inventory System v1.18.1 available (and v2 progress update)
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been refined for over a year now, and I’m quite happy with how it turned out. The inventory system is a great place to start if you want to dive deep into inventory architecture with Godot 4.
Based on your feedback, the inventory system audience falls into one of two groups: The first group wants to learn more about the inner workings, architecture, and programming techniques to build inventory capabilities. For that group, the current inventory system is great. With 500+ pages, the guide is comprehensive. The second group is more interested in having an inventory system ready to be dropped into a project with minimal work and configuration, which is what version 2 is working towards.
Version 2 will also include more technical refinements and a backlog of refactoring work. Most of the functionality will continue to work the same, so conceptually not much changes. It’s largely a matter of how the features are organized and split up. My goal is to split the system into separate add-ons to make it even easier to compose functionality. Rather than attempting to modify the guide along with it, v2 will also have a new guide focused more on higher-level concepts, while the scripts will use more documentation comments.
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.
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Valve announces the Steam Deck
Just recently Valve announced the Steam Deck, a hand-held gaming device with the capability to play your entire Steam game library. This is huge. In the news, I largely see comparisons being drawn with the Nintendo Switch. Nintendo recently announced the Switch OLED, with a somewhat lukewarm reception. If Valve gets this right, this goes …
Inventory System v1.7 available
A couple of corrections and a new feature: Bug fixes:
Inventory System v1.5 available
The latest version of the inventory system is available and includes refinements for the interaction demo and the main tour. New features: We’ve also got a handful of bug fixes:
When not all strings are Strings. Detect bugs in your GDscript more easily with static typing
One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …