A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting.
Structure Placement
Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an anvil. Once placed, the anvil is used to craft items.
Structure placement provides an example of how to build mechanisms that let players build structures or place objects.
Crafting Refinements
The crafting components have received some improvements to add support for multiplayer.
Changelog
Features:
Crafting UI implemented for the single-dialog Game UI.
Crafting now supports multiplayer.
Structure placements
Bug fixes:
Add missing Crafting Status UI type hints
Crafting Status UI correctly displays the item currently being crafted and its status when opening the UI when crafting is already in progress.
Move the MyGameUISelector script to its component scene counterpart in the
/game_ui
folder.
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.
Any sufficiently large code base needs documentation. Documentation tends to come in all sorts of shapes and sizes. Among them are high-level architecture and design docs, class and method interface documentation, and inline comments to explain optimized or complex algorithms so the reader doesn’t have to parse the logic in their head (often, this is …
Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI. The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are. Initially, the code to update the UI was very simple, because I started with two players. In that case, you …
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 …
Inventory System v1.18 available
A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting.
Structure Placement
Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an anvil. Once placed, the anvil is used to craft items.
Structure placement provides an example of how to build mechanisms that let players build structures or place objects.
Crafting Refinements
The crafting components have received some improvements to add support for multiplayer.
Changelog
Features:
Bug fixes:
/game_uifolder.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
Inventory System v1.12 available
Crafting is here! The latest inventory system version is now available with the following features: The bug fixes:
Generating documentation for GDScript
Any sufficiently large code base needs documentation. Documentation tends to come in all sorts of shapes and sizes. Among them are high-level architecture and design docs, class and method interface documentation, and inline comments to explain optimized or complex algorithms so the reader doesn’t have to parse the logic in their head (often, this is …
A GDScript refactoring exercise
Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI. The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are. Initially, the code to update the UI was very simple, because I started with two players. In that case, you …
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 …