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.
Just a couple of days ago, Godot 4.0 alpha 17 was announced. Today, Godot Engine 4.0 beta 1 was released. Be sure to check out the announcement. There are lots of improvements across the board; rendering, lighting, physics and navigation, animation, and scripting.
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …
It’s not Far Cry, nor Crysis, but it could be. The Realistic Jungle Demo demonstrates that Godot is capable of impressive visuals. If you want to run it yourself, download it from https://wrobot.itch.io/jungledemo. It was announced in this Reddit post. Update: The source code was released (with the commercial assets removed).
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
Godot Engine 4 reaches beta
Just a couple of days ago, Godot 4.0 alpha 17 was announced. Today, Godot Engine 4.0 beta 1 was released. Be sure to check out the announcement. There are lots of improvements across the board; rendering, lighting, physics and navigation, animation, and scripting.
Inventory System v1.4.1 available
This small update addresses inventory serialization to persist the allow_gaps and expiration_multiplier settings. These were previously overlooked.
The Pause Handler: Working around Godot 4’s particle jitter bug
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …
The Godot Jungle Demo
It’s not Far Cry, nor Crysis, but it could be. The Realistic Jungle Demo demonstrates that Godot is capable of impressive visuals. If you want to run it yourself, download it from https://wrobot.itch.io/jungledemo. It was announced in this Reddit post. Update: The source code was released (with the commercial assets removed).