Posts Tagged "Inventory"

Inventory Starter Kit

I’ve been working on an icon-based Inventory screen for a game and I decided to release it as a UDK Starter Kit, and now it’s ready for a release. Therefore I can now present Chosker’s RPG Inventory Starter Kit.

httpvh://www.youtube.com/watch?v=wLzjngJgiIQ

 

Overview

This Starter Kit implements an Inventory system into UDK including a Scaleform Inventory screen (written in ActionScript 2), integration with the Pawn’s Inventory Manager, weapon/Armor/Item stats, Weapon/Armor equipping along with an Armor attachment system, Item Dropping, and Pawn and Container Looting.

Much like UDN’s Starter Kits it is meant to serve as a basis for a new project, but there’s nothing to stop anyone from implementing it into an existing project’s code.
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Weapon Attachments

Small update for today.

I’ve revamped the weapon attachments system (which kinda worked but was buggy). It originally featured 2 sets of dual quickswap weapons + scabbards, equaling 4 weapons with their scabbards attached to the character at all times. As shown in the picture:
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Looting bodies

I’ve been quite busy lately and this project has suffered from it, but at least I’ve found enough time to implement a new feature: looting dead bodies.

This feature is pretty much an extension of my inventory system+menu except that instead of equipping and unequipping items, it allows to transfer items back and forth between the player character and a dead body that has been interacted with. If such item is equipped it unequips it automatically when you loot it (which leads to leaving the dead characters naked, Oblivion-style).

Anyway, pics or it didn’t happen.

 

Too much baggage!

For a while now I’ve been working on the game’s inventory. Having persistent characters made this an important feature to have and now was a good time to implement it.

The menu isn’t polished: it needs some icon indicators to make up what each item stat is, and the word ‘Inventory’ at the top and the box it’s in might just go away to make more room. In theory there should also be tabs to separate the different item types, but Aiove Defense will only be about collecting/replacing weapons and armor so that won’t be needed. The inventory menu should also be to the most left position but my game is in WideScreen and my Scaleform scene isn’t, and I haven’t implemented a fix for that yet,
I’ll also want a special camera that focuses on the character and allows the user to rotate it (rotate the camera itself, not the character. putting a 3D Character on top of a Scaleform Menu is a pain I don’t need to go through), which is kinda there now but I need it to be offset so that the character rests on the space to the right.

Still, it works. Pressing the “I” key opens/closes this screen which refreshes the list with items currently in the inventory, displays its name and stats (weight / quality which is weapon damage, armor rating, etc / durability / money value – though there won’t be shops in Aiove Defense, it’s just there as information).
Clicking items will equip/unequip items, if you try to equip an item that can go into different slots (ie. a Sword can go into the right or left hand, in the main or the alternate weapons set), a small popup menu will appear asking where you want to equip it.
Depending on the item type, a generic icon is displayed to the left. It’s generic because I won’t be spending time in creating unique icons for each item, there’s already enough work in making the 3D models which are visible in the character anyway, and the icon is so small it wouldn’t make much difference.
Below it all, the total weight is calculated. In the future it will tell the total weight of the equipment and the maximum allowed weight. Exceeding the maximum weight will cause severe penalties like barely being able to move. However even below the maximum allowed weight there will be smaller penalties like slightly reduced movement speed, etc. A mule player will certainly be slower than one carrying just his equipment.

Anyway here it is.

 

 

 

 

 

 

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Weapon Durability

One of the details I’ve always wanted to implement is the visual representation of the weapon’s durability.

With a little programming and messing with shaders I’ve managed to implement it.

So here you can see the character holding his brand new weapon on the left. And then on the right (after just a few moments of slashing rocks thanks to a very low durability setting), the dented and rusty sword.

Update: The effect was a little too subtle so I made it more dramatic.