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Found 3 results for "55dfd8bbd63d64451059146cd1656bb2" across all boards searching md5.

Anonymous /v/717013664#717016949
8/1/2025, 7:51:32 PM
>>717016024
>What kind of game are you making?
classic 3D Zelda style adventure with Dragon's Dogma combat, ledge-climbing and item comining.
>How hard was making the inventory system?
not too hard, but a bit tedious. In Godot, you declare your items as a new type of Resource (InventoryItem), then declare your inventory with another kind of Resource (InventorySlot) that holds an item id and the quantity you have of that item. Then you translate that data model to a visual UI, add the functionality for using, discarding and in my case also combining items and that's it. I also added a shortcut bar like the one in Monster Hunter, to be able to use items without accessing the inventory, plus some code to let the player spin the 3D model which imo is always a nice to have.
Anonymous /v/717013664#717016949
8/1/2025, 7:51:32 PM
>>717016024
>What kind of game are you making?
classic 3D Zelda style adventure with Dragon's Dogma combat, ledge-climbing and item comining.
>How hard was making the inventory system?
not too hard, but a bit tedious. In Godot, you declare your items as a new type of Resource (InventoryItem), then declare your inventory with another kind of Resource (InventorySlot) that holds an item id and the quantity you have of that item. Then you translate that data model to a visual UI, add the functionality for using, discarding and in my case also combining items and that's it. I also added a shortcut bar like the one in Monster Hunter, to be able to use items without accessing the inventory, plus some code to let the player spin the 3D model which imo is always a nice to have.
Anonymous /v/717013664#717016949
8/1/2025, 7:51:32 PM
>>717016024
>What kind of game are you making?
classic 3D Zelda style adventure with Dragon's Dogma combat, ledge-climbing and item comining.
>How hard was making the inventory system?
not too hard, but a bit tedious. In Godot, you declare your items as a new type of Resource (InventoryItem), then declare your inventory with another kind of Resource (InventorySlot) that holds an item id and the quantity you have of that item. Then you translate that data model to a visual UI, add the functionality for using, discarding and in my case also combining items and that's it. I also added a shortcut bar like the one in Monster Hunter, to be able to use items without accessing the inventory, plus some code to let the player spin the 3D model which imo is always a nice to have.