The latest version of the inventory system is available and includes refinements for the interaction demo and the main tour.
New features:
The action strategy now handles use_item action and defaults to use for double-clicks.
The interaction demo now includes expirations for the various storage boxes
The tour has a notification UI that shows item use and drops
In the inventory transfer view, double-click defaults to transfer_item, instead of use_item.
Inventory Item quantity prefixed with ‘x’
We’ve also got a handful of bug fixes:
When switching the inventory’s item_scene, all previous slots are removed (so different slot scenes don’t end up together)
The expiration extension waits for scene owner to be ready before starting to apply expirations
The inventory’s drop_item() call no longer attempts to drop empty slots
Removed debug output from Inventory UI demo
Added default drag-and-drop and filter strategies to Inventory UI
Removed extra _refresh_slots() call from inventory controller for minor performance gains
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 Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …
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:
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 v1.3 available
Another Inventory System release, and this time we’ve added support for persistence through serialization of inventory data. Features: Bug fixes:
The Pause Handler: Working around Godot 4’s particle jitter bug
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …
Inventory System v1.14 available
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
Design Patterns for Building Friendships
In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …