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.
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
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. …
Hugo-Dz created Super Godot Galaxy: https://github.com/Hugo-Dz/super-godot-galaxy, which he announced in this Reddit post. It uses the 3D Starter Kit from Kenney and shows how to achieve the effect of applying gravity toward the center of a small spherical planet.
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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When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
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. …
Super Godot Galaxy Concept
Hugo-Dz created Super Godot Galaxy: https://github.com/Hugo-Dz/super-godot-galaxy, which he announced in this Reddit post. It uses the 3D Starter Kit from Kenney and shows how to achieve the effect of applying gravity toward the center of a small spherical planet.
Inventory System v1.4.1 available
This small update addresses inventory serialization to persist the allow_gaps and expiration_multiplier settings. These were previously overlooked.