Inventory: An Empty Display
Where To Begin
Today is the day I begin tackling my inventory display screen. It started out fairly simple, I already had a placeholder scene, so I made a slight modification (updated the root node type) added a background texture (just a simple solid color) and attached a script. Next up, I went through my UI manager and found I had already added most everything I needed to show and hide my inventory.
The only thing missing at this point was from my game manager. I updated its internal function to account for a new keybind which is meant to open and close the inventory screen. At first it didn't work right, but that was because I copied the script used for my character menu and didn't fully update all of it. Once that was corrected everything worked as intended, well, mostly. My animations are still running behind the inventory screen, but I'll address that later. Time isn't running, which is the more important thing here.
Of course, at this point the inventory screen is empty. It has a script, but it does nothing. I need to design the actual screen, as well as the subcomponents that it needs. But today isn't the day for that, I'm in meetings at work all day long today.
What's Next
More of the same, really! I didn't do a whole lot today, but I made significant progress with my inventory scree. My next session is going to be dedicated to actually adding some sort of functionality. I envision a simple grid of items, at the top will (eventually) be a sort and search feature, on the right side (Why the right? I dunno) will (hopefully) be an area to display detailed information on the selected item, along with any buttons for functionality (when I get that far).
Xenodochium
The future is what you make of it!
Status | In development |
Author | Munchmo |
Genre | Role Playing |
Tags | 2D, Cozy, Godot, Indie, Life Simulation, Pixel Art, Sci-fi, Singleplayer |
Languages | English |
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