So, who else is designing their own item/inventory scene?
I'm writing mine around a grid with icons, and a space for buttons/prompts/info to appear.
It will use the inventory that actually exist, and it would directly modify the actual inventory.
However, you can add extra data, so some information will be layered on top of the classical inventory scene. As well as that, items would have graphics associated with their icon in the inventory, as well as alongside the item info.
It will be cool to add commands to the item scene, perhaps for synthesis, breakdown, combination etc., etc.,
I also want to add hover-over info, showing the name when you select it with the cursor (including the mouse) etc.,
Quite a lot of opportunities for dynamic and static display.
The inventory scene would benefit from being able to display other info, such as money, party, game state etc.,
Custom inventory
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- SwordPlay
- Chemical Slime
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Custom inventory
Last edited by SwordPlay on Wed Jan 03, 2018 2:40 am, edited 1 time in total.
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- BMR
- Metal King Slime
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Was actually planning to do something like this. Mostly because I wanted to mimic the shops from Fallout 1 and 2. Sounds like your grid idea would be pretty neat as well. You mentioned hover-over info, will the entire game be mouse driven?
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- sheamkennedy
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In the past I was playing around with making a Zelda-like game but rather than copy the typical zelda menu scheme I decided to have keys pressed to cycle through weapons and item slots A and B. It was a tag system that checked to see if those things existed in your inventory before adding them to the cycle list.
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