Inventories, Item Converters, etc.
I created an inventory. You can pick up items
off the ground, and they are automatically
stored. When you drop items by selecting and
dropping in the garbage can (or by selecting
then clicking E (click-dragging to be added
later)) the system creates the item from its
model in the model database, if available, or
else creates a bag that is colored based on the
attribute ‘category‘ type of the item. When you
dump items, they are laid out in a pretty
circle, meaning that in my game throwing away
garbage is finally fun, which should be an
indicator of how fun doing ACTUAL fun things
will be. Like, you will play the game and your
head will explode from how much it changes your
life and/or cures rare illnesses. OR, you may
simply have an enjoyable and relaxing
recreational experience.
Soon I will universalize the inventory code so
that new inventories (treasure chests,
mailboxes, NPC inventories, etc.) can make use
of it as well. In the meantime I am developing
the attribute tree for a new system that will
CREATE items (rather than simply transferring
them, which is all the inventory system does),
called an ‘item harvesting regenerator node.”
For this, just imagine an object you get items
from, whether it is a tree you chop down,
crystals you mine, plants you grow, or pots you
break (the last of which, incidentally, will NOT
be a thing in my game because I HATE the gaming
sin of ‘dumpster diving;’ I’d much rather have
one or two big treasure chests in a dungeon full
of loot than have the same amount of loot spread
around in 800 different pots and crates, and to
me ‘exploration’ is about discovering new places
and adventures and not about discovering what is
inside a billion trivial containers. End of
micro-rant).
To make further use of the
new item system, I’m developing an ‘item
generator/converter’ system like a furnace; you
input fuel, wait, and get a product and/or
byproducts of the fuel and/or product. The sweet
thing, though, will be that it won’t just be
‘input fuel, receive product;’ it will instead
be ‘input X, get Y, and byproducts Z and A,
after T amount of time. It will be so easy to
make new generators and converter types that I
could, for instance, make a basket that accepts
sticks of butter, requires electricity, burns
them into gold ore, and cooks rocks into
hairballs.
So when you hear ‘furnace,’
don’t just think about the physical objects, but
the interactive event that takes place. It won’t
be that hard, down the road, to create some kind
of “item converter crafting system,” too,
whereby even a player could design a custom
convertor, that uses their designated inputs and
outputs: ”I want to put in this item and turn it
into this other item at this cost over this
amount of time.” Depending upon the product
desired, that will affect the costs in fuel or
the time it takes. Maybe that isn’t a great
explanation, and the idea of ‘custom converters’
might break the game even too much for MY taste
(like some people see the Equivalent Exchange
mod for Minecraft). It would be alchemy, which
is a cool idea that would be end-game stuff. So
the possibilities opening up as a result of
finally having ITEMS in the game and a
functioning inventory, are pretty sweet.
#gamedev #unity #Unity3D #playmaker #blender #video
games #3d #unity 5 #game design #game development
2 notes Jul 26th, 2015 |
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