Making inventories great


What's up gamers! I hope everyone is doing great and had a fabulous holiday over December.

I took a nice little break around November, coding things like Mandelbrots, and playing games like Ark (love it, 2k+ hrs).

Now that I am well rested I came back to the project with fresh eyes, and man I love when I can do this. After developing for so long you will find ideas getting stale, and you might get a bit lazy. When you come back after a break you see all the bad and good of your project.

And so with that, what was the first thing I wanted to work on? Inventory!

It's a super complicated feature in my game, most think inventory is simple - but if you want to use grids like dead desert, stacks, crafting etc then inventory can become a real headache!

Since coming back to development the changes I made were all quality of life and bug fixes to inventory; so here's a list for those interested, things that might equally effect an inventory you are developing.

Making a good inventory

  • Items now stack up to a certain number
  • Items which stack can be split
  • Items which stack, can be combined by dragging one on top of the other
  • Items which stack have a simpler command for developers, if I say "add 100" and the max stack is 10, it will add 10 x 10 items to the player inventory.
  • Tooltips change depending on the item you're looking at, providing the most important information
  • Double clicking an item moves it into the inventory you have open and vice versa
  • When you are dragging the UI or an Item, the tooltip no longer gets in the way
  • There are slight "deadzones" in the UI between item slots for example, these should not exist and so grid slots are slightly bigger in code, than they appear visually

Get Dead Desert

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