Skip to content

Inventory Setup + Initial Item Implementation #94

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 17 commits into from
May 13, 2024
Merged

Inventory Setup + Initial Item Implementation #94

merged 17 commits into from
May 13, 2024

Conversation

jhparkt
Copy link
Contributor

@jhparkt jhparkt commented May 10, 2024

Inventory / Item Implementation Branch

The hotbar is small right now because it is not scaled.

  • Temporary Inventory UI
  • Select item with keyboard (1,2,3,4)
  • Drop item (Q) / Drops in front of where player is looking (may drop on walls...)
  • Use item (E)
  • Implemented instantaneous health potion (red potion)
  • Implement potion with duration (orange potion / walks backward)
  • Invisibility potion (white potion / open to implement anything else)
  • Dynamic Inventory Size / Can be set in constants.cpp / No key mapping beyond 1,2,3,4 yet

Probably in the next PR:
Implement Spells
Other items such as keys for doors

@jhparkt jhparkt changed the title Feat/items2 Inventory Setup + Initial Item Implementation May 12, 2024
@jhparkt jhparkt marked this pull request as ready for review May 12, 2024 04:04
Copy link
Contributor

@Tyler-Lentz Tyler-Lentz left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This PR is super super cool! I like a lot how you have everything architected. This will be super fun to play around with and add new items.

I have a couple of misc comments for future PRs. These are just my initial thoughts and ideas so feel free to take and run with any of these you like, and not worry about others you don't. Also you might have already thought of some of these as well.

  1. it might be worthwhile to make the inventory slot size something that can change. This could let us play around with items that increase inventory slots (backpack?), decrease slots (big items that take up multiple slots?) Also, even if within the gameplay we don't change this, it would make balancing the item slots easier if it was just one value we could change.
  2. I'm assuming we'll have some other orange potions so the player doesn't always ignore orange potions
  3. I think it would be good to display in text somewhere on the screen saying what happened after drinking a potion. For example, after drinking a nausea potion "You don't feel too good..." or it could just be "you drank a nausea potion". Right now it can be a little hard to figure out what happened, esp for the invisibility potion since you can't really tell that you are now invisible. This might not be a problem later on though if we have first person POV models so we can just make the hands go away, or potentially for the nausea potion we can make the screen tinted green or something like that.
  4. we'll definitely have real potion models eventually, but maybe until then we could also color the cubes to be the color of the potion, which might make playtesting easier if we get to the MVP before we have the potion models.

THIS IS SO COOL!

@jhparkt jhparkt merged commit a954f24 into dev May 13, 2024
11 checks passed
@jhparkt jhparkt deleted the feat/items2 branch May 13, 2024 23:32
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants