Go, Go, Godot!
  • 0

Inventory System v1.17 available

October 24, 2024

A new version of the Inventory System is available. This release includes various refinements to existing systems to flesh out more combat-related functionality.

Inventory Ammo Provider

The GGAmmoProvider component is responsible for providing ammunition to equipped weapons. Previously, it only had a “simple” strategy: Creating ammunition out of thin air. The new GGAmmoProviderInventoryStrategy pulls ammunition from items in the inventory it’s connected to. This allows players to pick up ammunition from loot boxes and item spawns

Weapon and Combat Refinements

The MyRangedWeapon2D class, which powers the two example guns in the Multiplayer Interaction Demo has received some ammo consumption refinements to go with the Inventory Ammo Provider mechanic and now emits signals when firing/reloading. Melee weapons and projectiles now use the GGHurtBox component to deal damage. The HurtBox applies damages to a HitBox, which is then processed by a DamageCalculator strategy to update the HealthStats component.

The new Ghost “Enemy” spawns as part of the Multiplayer Interaction Demo, and can receive damage from both melee and ranged weapons. When taking hits, the amount of damage floats above the character/object, which is all handled on the server and replicated to clients for multiplayer by a new set of classes.

Changelog

Features:

  • Added a new configurable MyEntitySpawner2D to spawn the Ghost
  • Added the GGAmmoProviderInventoryStrategy, along with some ammo and projectile rework.
  • Added configurable target (defaults to “_blank”) for the GGRichTextURLOpener.
  • Added GGFloatingNotifier component to inform the GGFloatingDisplay component to display floating numbers for server and clients.
  • Melee Weapons now each have dedicated scenes.
  • Ranged Weapons were reworked for improved ammo handling and signal emission when firing and reloading.

Bug fixes:

  • Corrected the Drag-and-Drop configuration for the Inventory In-Game Menu UI integration.
  • Ensure damage calculation only runs server-side.
  • Various corrections to the netfox implementation of the character scene.
  • The Tour instructions now correctly show that CMD (instead of CTRL) is the drag-and-drop modifier on Mac.

The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.

Get It Now
Learn More

assetgdscriptgodottutorial
Posted in Godot.
Share
PreviousInventory System v1.18 available
NextInventory System v1.16 available

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • February 9, 2024

    Inventory System v1.5 available

    The latest version of the inventory system is available and includes refinements for the interaction demo and the main tour. New features: We’ve also got a handful of bug fixes:

  • July 6, 2023

    Making breakable objects in Godot

    Here’s a tutorial on how to create breakable objects in Blender and Godot. It covers the steps needed to design and implement breakable objects, including scripting and using physics properties to make objects break apart into smaller pieces upon collision or other interactions.

  • December 22, 2022

    A GDScript refactoring exercise

    Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI. The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are. Initially, the code to update the UI was very simple, because I started with two players. In that case, you …

  • February 16, 2024

    Inventory System v1.8.1 available

    A quick update to yesterday’s release with a few fixes:

    © 2026 GoGoGodot.io. All rights reserved.