After I finished work getting the Inventory UI finished, as well as the tool tips, I immediately was thinking that it was just too damned large. As I started making changes, I realized how annoying it was to do it. I had to change the width/height of the main panel, the inventory slots panel, each slot, and each image within the slot. Also, another thought arose. What if I wanted to make this a little more generic, and use it in different places in the game? It was clear to me that I need to be a little more smart about how these settings were used, and come up with a solution to make the creation of them a little more dynamic.
After finishing working on my Attribute system last week, I dove head first into work on an Item system (consumables, weapons, armor, etc.). Much of the work on Attributes ended up helping me with my work on Items in ways that just… made sense…
The core guts of an RPG. These values help drive the game, and many of the core systems. For this game, they will help shape, as you would expect, the combat system. That’s the easy part. The hardest part will be the implementation. And if I break it down any further, it’s not really the actual implementation, it’s how I implement it.
State Of The Union
It would be a massive understatement to say that I’ve been getting busy over the past 2+ weeks. Though, by looking at the above GIF, or hell, just this new website as a whole, it should be damn clear to everyone. I’m focused, man!