ABADDON 10 | Inventory System


Intro

Sup, it's me again. So, here we have it!! The inventory system! It was honestly a bit challenging trying to plug all the components together, but I am very very happy with how it turned out.


Inventory

This is a very straightforward system. I wanted to make a simple, but effective inventory system that keeps track of everything you pick up along the way: Items, Maps, Keys, Notes, you name it. I want to use this in a way that engages the environment of ABADDON, so to speak. Like telling part of the story by picking up bits and pieces from the environment. Letting the place itself tell the story, that sort of thing.

I first made a simple lil placeholder system using a fixed number of items and the category that belongs to it. I limited the placeholder items to just be in the ITEM category to keep things easy to understand. Once that was done, I went ahead and attempted the real thing. And yeah, it was kinda a pain in the ass. Not only am I learning new methods to approach a complex system, but I'm also having to strangle the clanker at the same time. I hope it won't be too long until I know how to program better...

Great things take time. Must remember that...


Next Devy-vevy??

I have a guy volunteering to help me out with programming the game, which is very very nice of them! We may collaborate on updating the WeaponController and finally start looking into how the combat is going to work. I'm currently in the process of updating Abel's model and I plan to extract his arms to use for remaking the weapon models (so that it looks nicer and cooler! More impactful and stylish with the arms!!). So, I might showcase some weapon animations in the next devlog! If I end up not doing that at all, then I'll likely expand the Inventory a bit and implement locked doors and such. We'll see what ends up happening...

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