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.
A new version of the Inventory System is available. This version requires Godot Engine 4.3 and includes many refinements. New Drag and Drop system The Drag-and-Drop component has received a major overhaul. The previous system was quite complex and the separation of the classes that implemented the click-and-drag and click-and-release approaches had so much overlap …
This release improves weight management. Inventories can now configure an option weight limit, and item stacking and item transfer strategies are weight-aware. The crafting demo and crafting mechanic in the inventory tour have been improved. Auto-crafting is limited to the crafting slide, so that items don’t automatically and unexpectedly get crafted while stepping through the …
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
Inventory System v1.17 available
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:
Bug fixes:
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.
Related Posts
Inventory System v1.16 available
A new version of the Inventory System is available. This version requires Godot Engine 4.3 and includes many refinements. New Drag and Drop system The Drag-and-Drop component has received a major overhaul. The previous system was quite complex and the separation of the classes that implemented the click-and-drag and click-and-release approaches had so much overlap …
Inventory System 2 Alpha 3 available
This release improves weight management. Inventories can now configure an option weight limit, and item stacking and item transfer strategies are weight-aware. The crafting demo and crafting mechanic in the inventory tour have been improved. Auto-crafting is limited to the crafting slide, so that items don’t automatically and unexpectedly get crafted while stepping through the …
Quickly deploying Godot games on the web with Netlify
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
Inventory System v1.2 available
A few new features: Bug fixes: