Week 3/4/5: Inventory system
Hello, sorry for the delay in devlogs over these last couple of weeks, I was on holiday so took a short break away from development but I've been back since late last week and managed to make some good headway on the inventory system and item pick-ups since then so am using this week's devlog to give you a first look at how they currently look in the game.
Item Pick-ups
I'm really pleased with the item pick-ups, as shown below these rotate slowly and glisten with a simple particle effect highlighting to the player that they can be picked up. Currently you can walk over them to add the item to your inventory but I plan on changing this so you either have to press E to pick-up the item or right click it. After I've implemented that functionality, I'll be adding loot to the enemy actors so they drop randomly selected items from their individual list of potential loot drops, along with adding sound effects for the item dropping from the enemy upon it's death and when the player picks up the item.
Later down the line I also plan on adding titles that display above the item pick-ups so you can see what's dropped as well as item rarity which changes the colour of these titles so you can visual see the item's rarity too.
Inventory
As with the item pick-ups the inventory itself still needs a lot of work but a lot the back-end code has been implemented and the UI element is now in game, as seen below, which updates to show items when something is added to it. I'm currently working on the different functionality required to drag items into different slots, split stacks of items in two and disposing of items that you no longer need. Then once these are in, I will have the main foundations of a fully functioning inventory system.
Eventually I plan on building on this system by adding functionality to the gold counter at the bottom as well as to the four buttons found along the side of the inventory panel; Crafting, Currencies, Reputations and Collectables. Each of these will be more of a sperate system in itself but accessed via the inventory window. Pressing the crafting button will open the crafting panel where you will be able to learn recipes to combine reagents into new items. Pressing the currencies button will open a panel displaying the different currencies your character has access to and the amount you have for each. Pressing the reputations button will display your reputation for the different malevolent beings you can perform tasks for and finally, pressing the collectables button will open a panel displaying the different collectables you've found throughout the world - these will be hidden in different locations throughout the map and finding all collectables in a set will be required as the prerequisites to buy unique items from certain vendors in the game. I'm sure I'll do more of a deep dive into each of these systems in a future devlog once I get to coding them.
Well that's it for another week, I hope you enjoyed seeing what I've been working on. I'm really excited by how it's all shaping up and can't wait to get the system finished and show it off!
Get Bone Quest
Bone Quest
A spooky lil RPG inspired by old school MMORPGs.
Status | In development |
Author | Jw0ody |
Genre | Role Playing |
Tags | Exploration, Fantasy, Ghosts, Open World, Singleplayer, Skeletons, Spooky, Third Person, Unreal Engine |
Languages | English |
More posts
- Bone Quest now has a Steam Page!Dec 15, 2021
- Soul shards for all | v0.0.4 Pre-Alpha UpdateDec 03, 2021
- Collections, Pets & Ranged Enemies | v0.0.3 Pre-Alpha UpdateNov 21, 2021
- Squishing the first round of bugs | v0.0.2 Pre-Alpha UpdateNov 06, 2021
- The Demo Is Finally Here! Happy Halloween! | v0.0.1 Pre-Alpha ReleaseOct 31, 2021
- Week 10/11: Systems, systems and even more systemsSep 06, 2021
- Week 9: Even the undead need a place to unwindAug 22, 2021
- Week 8: A poor provincial townAug 15, 2021
- Week 7: The countdown is onAug 09, 2021
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