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Inventory Systems

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Level 4
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Hi,

I've been working on an RPG map and I have come across the problem of the small inventory of only 6 items. So I started looking around for solutions to this problem, but those didn't really meet my requirements..


I.e. we have these multiboard solutions that require keyboard control.. they are somehow weird to control and don't really look good at all in my opinion.

Then there is this really awsome huge inventory system by DimonT, but I think it is still not easy to use and requires reserved space on maps.

And finally, for me the most suitable solution, this drag and drop itembag system weaaddar which I don't like because of the usability..

I also tried an own system (an invisible "shop" where you can store your items), but cancelled it because I didn't want to create that many dummy items (item cost must be 0!).


So what I wanted to discuss here:
How do you think about existing inventory systems and how do you solve the inventory shortage problem? Do you know any other solutions?

Thx,

klovadis
 
Level 9
Joined
Nov 27, 2004
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465
You may make a system based at game cache
set as much variables for items as you want and then by trigger
(for example item used ; item being manipulated equal to "nest page" ; create game cache items.w3v ;for A 1 to 6; store item from slot integer A;save last created game cache.
there you may create as much "pages" as you want...
 
Level 7
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VampireKB said:
You may make a system based at game cache
set as much variables for items as you want and then by trigger
(for example item used ; item being manipulated equal to "nest page" ; create game cache items.w3v ;for A 1 to 6; store item from slot integer A;save last created game cache.
there you may create as much "pages" as you want...

i created a multipaged system using gamecache, it only take me a day roughly

what i did was create essentially 'page' objects that store references to the items on it, and the page number -- when the player switches pages, it hides all the items on a page and moves them to a tiny temp area for holding items, then loads the new items contained on the page just loaded
i went a little more indepth with equipping items and such so that you can have items not on your page equipped, dunno if thats beyond your scope, but the ideas there
 
Level 4
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the problem is not about gamecache or storing items, the problem is about the user interface when manipulating those items..

I think most solutions are just weird and complicated to handle (i.e. concerning moving items from one inventory page to another, picking up items, dropping items, "equipping" items, ..). In addition I'd like to see some eye-candy when using the inventory and not ugly solutions..

klovadis
 
Level 9
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465
just there are no other good triggers,that could normaly make item using and storing..

there are 2 more ways to store items..
like i did at Fantasy World Reborn ( 3 invisible units that could be picked up and they store items)
and what i did at Battle of mechs (also invis. unit with items but player couldn't select him he needs only to write (-move 123456 for moving items from that slots) and than write -status to see items and drop them from unit)

i thing that the way with game cache is the bestest nowaday.
 
Level 4
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Ok I have created my own inventory system. The idea is that you carry a "backpack" with you and that you can put it on the ground, store items in there, get items out etc. and when youre done you put it back on your shoulders..

It basically works this way: The hero walks around and decides "hey I need my backpack" and the player presses the inventory button/ability. Then this bag popps out of the ground (an immobile unit) where you can put an additional 6 items. In addition both hero and itembag have an ability that allows sending items directly to the itembag/player inventory.

Of course you can re-pack the bag manually, but as soon as you move too far from the bag it will be packed automatically..

I am satisfied, 12 itemslots will do for my rpg..


klovadis
 
Level 7
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Jul 30, 2004
Messages
451
in terms of what i did, i caught the item moving events, so when an item was moved to another item, it swapped their positions in the virtual inventory, and when an item was dragged onto another item of the same type, it stacked the items together

in terms of dropping and picking up that was a simple case of catching the drop/pickup events

i had no mechanism to send to another page, but you could just drop the item, hit next page, and pick it back up


and what was that Vampire? survival map testing? are you talking about my zombie map? i'm confused
 
Level 2
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Apr 4, 2005
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klovadis said:
Ok I have created my own inventory system. The idea is that you carry a "backpack" with you and that you can put it on the ground, store items in there, get items out etc. and when youre done you put it back on your shoulders..

It basically works this way: The hero walks around and decides "hey I need my backpack" and the player presses the inventory button/ability. Then this bag popps out of the ground (an immobile unit) where you can put an additional 6 items. In addition both hero and itembag have an ability that allows sending items directly to the itembag/player inventory.

Of course you can re-pack the bag manually, but as soon as you move too far from the bag it will be packed automatically..

I am satisfied, 12 itemslots will do for my rpg..


klovadis

Wow, nice inventory system, is it alright if I use it on my game?
 
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