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.
Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding .tres files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff …
It’s been about a year since Valve announced the Steam Deck. Back then, I pre-ordered it as soon as I could, then things were quiet for a year. A few days ago I received the availability notice: I completed the purchase, and it arrived a few days later. Steam Deck Arrival I unpacked it, plugged …
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. …
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. …
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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Update all resources after modifying a resource class
Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding .tres files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff …
My Steam Deck has arrived!
It’s been about a year since Valve announced the Steam Deck. Back then, I pre-ordered it as soon as I could, then things were quiet for a year. A few days ago I received the availability notice: I completed the purchase, and it arrived a few days later. Steam Deck Arrival I unpacked it, plugged …
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 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 creating GGItemData resources, which simplifies item management at design time significantly. …