Looking good! If you are reworking the inventory I might hold off on going too much further with UFPS integration, especially if you are adding it in yourself. I have lots of other systems to work on for my project but definitely plan on using this for my inventory system.
Some crafting ideas:
-a version of the crafting UI that doesn’t require you to add the ingredients in manually. So, more like a list of craftable items with some kind of visual cue that you have the items in your inventory to craft it, and then can simply click a button to craft the item (more like Rust, if you’ve played the game).
-being able to group recipes by category (maybe a tabbed interface)
-craft times per recipe (10 seconds to craft this, 20 for that, etc.).
@schipman Nice to hear that you like the asset ;). Here is the plan for the next update:
So actually a small list which will come with the new update:
some small bug fixes
an eventsystem for consuming and equiping an item(will work with delegates)
an “X” on the top right side which you can position in the inspector aswell
Scripting API
Documentation
Video tutorials
recoding the itemclass
I will integrate it with UFPS for sure. I guess after the next update and maybe also a store panel but that is something which I cannot promise with the store panel. UFPS integration will be 100%.
Yeah like a list of the recipes where it detects if you have all the ingredients and then you can click to craft…instead of dragging all the ingredients into the craft menu. I think the dragging (Minecraft style) is fun early on playing a game and trying to figure out what you can all make, but later gets tedious when you want to craft a lot quickly.
Finally finished the version. Starting with the Script API now. If you are interested what I have done, here is a webversion: >>>HERE<<<
This evening or next day I will also upload the first videos. Hope you like them ;).
The last video is at the moment about the event system from my asset. In this video I create a HP and Mana bar with the new event system. Im also the new Item class in the scripting video.
If you want to see the new written Item class go to the second video. I am showing the itemdatabase there and how it is working with the attributes.
Here a small list which I have done so far:
FIX: Number of stacking item does not reset after changing inventory settings
FIX: items are getting updated now, after you changed them in the itemdatabase
FIX: Tooltip only get displayed when it should be displayed
FIX: Number of a stack should be placed right now, even if you are splitting the item
FIX: fixed a building bug
FIX: fixed where you could have picked up more items than you could
UPDATE: added a event system which provides consuming, equiping
UPDATE: added “X” for closing the inventory
UPDATE: change the general design for a better overview
UPDATE: changed the item class. Itemattributes are possible to add: Check these two videos for better explaination:
So, I am going to need to randomize items found in chests based on rarity. Can I make “rarity” an item attribute in your system and then call it from a script to randomize and place items within each storage chest?
Basically, when the player opens a chest, I want to run a function that selects the number of items, type of item (based on rarity) and stack size of items in that chest.
So I just done some scripting videos which people asked for. A random loot system and a random chest/storage box with loot system. In this videos I create the scripts with you. I hope you like them: