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Weapons, Batteries & Feeling Sick


xtom

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blog-0735836001422041879.jpgUploaded a quick video showing some new features and functionality in my game inventory system.

 

Here is a brief outline..

 

+ New post effect for when player is sick

+ Inventory now scales and positions based on screen resolution

+ Inventory now clearer to see in dark areas

+ Inventory tooltips made neater

+ Items can now be used on other items eg. batteries -> torch, ammo -> gun

+ Integration of default weapon/ammo system with Inventory

 

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Some good progress, nice job with the Torch. Are you uploading that one to the workshop :-)

By the way there is a yellow torch in the workshop.

Combined efects for sickness looks good.

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I have a hard time calling it a flashlight! It will always be a torch to me. :)

 

Thanks guys. I'll upload my torch to the workshop when I get a chance but it's not as good as the one that is already there. I spent about 3 days wrestling in blender creating a simple one and then came across the one in the workshop. Doh, at least I learned some blender techniques and 2 different ones is better than 1. :)

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Cool. But for the inventory, you could assign a weight limit to your character (or backpacks) and add weight info on each items. You would need a "page" button on the inventory if it use all the visible slots. 15 slots seem ok, but it would feel strange if for example your character got 15 paperclips and could not carry more...

 

Grimrock use this mechanic and it work really well. (They even add strength increase properties over time so the character could carry even more)

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For small items it is possible to stack more than 1 of the item into a single inventory slot. Like the way many small bullets are stored in an ammo box or many pills in a bottle. So I think this will help a lot with the realism and hopefully avoid a situation like that from happening. Of course the player can always force to break the realism if they really want to but for the most part I think the system without weight factoring will work ok. It's one of those things that I might have to look at again as the item count and diversity increases.

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