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.
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.
I use an app called barrier. It allows you to share your mouse and keyboard with multiple devices. I use it, because I tend to have my laptop and Macbook sitting next to my PC, and it makes working across all devices very convenient. It’s a mix of a multi-monitor and multi-computer setup. Concept Your …
A smaller update. The inventory components now have custom icons to make it easier to tell them apart. This release also includes additional bug fixes:
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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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.
Share your Computer’s Mouse and Keyboard with your Steam Deck
I use an app called barrier. It allows you to share your mouse and keyboard with multiple devices. I use it, because I tend to have my laptop and Macbook sitting next to my PC, and it makes working across all devices very convenient. It’s a mix of a multi-monitor and multi-computer setup. Concept Your …
Inventory System v1.9 available
Another quick inventory system update. The Resizable Container Demo now includes preliminary support for controllers. Features: Additional bug fixes:
Inventory System v1.4 available
A smaller update. The inventory components now have custom icons to make it easier to tell them apart. This release also includes additional bug fixes: