Inventory System v1.18.1 available (and v2 progress update)
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been refined for over a year now, and I’m quite happy with how it turned out. The inventory system is a great place to start if you want to dive deep into inventory architecture with Godot 4.
Based on your feedback, the inventory system audience falls into one of two groups: The first group wants to learn more about the inner workings, architecture, and programming techniques to build inventory capabilities. For that group, the current inventory system is great. With 500+ pages, the guide is comprehensive. The second group is more interested in having an inventory system ready to be dropped into a project with minimal work and configuration, which is what version 2 is working towards.
Version 2 will also include more technical refinements and a backlog of refactoring work. Most of the functionality will continue to work the same, so conceptually not much changes. It’s largely a matter of how the features are organized and split up. My goal is to split the system into separate add-ons to make it even easier to compose functionality. Rather than attempting to modify the guide along with it, v2 will also have a new guide focused more on higher-level concepts, while the scripts will use more documentation comments.
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.
This release addresses an issue that arose due to Godot 4.4 changes in how JSON is deserialized. Relevant Godot issues: #103374 and #61464. Makes sense why it was changed, but it might impact anyone unaware who’s consuming a JSON-based API, and wondering why responses may not be as expected. In addition, this release now includes character damage and …
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 …
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
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 v1.18.1 available (and v2 progress update)
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been refined for over a year now, and I’m quite happy with how it turned out. The inventory system is a great place to start if you want to dive deep into inventory architecture with Godot 4.
Based on your feedback, the inventory system audience falls into one of two groups: The first group wants to learn more about the inner workings, architecture, and programming techniques to build inventory capabilities. For that group, the current inventory system is great. With 500+ pages, the guide is comprehensive. The second group is more interested in having an inventory system ready to be dropped into a project with minimal work and configuration, which is what version 2 is working towards.
Version 2 will also include more technical refinements and a backlog of refactoring work. Most of the functionality will continue to work the same, so conceptually not much changes. It’s largely a matter of how the features are organized and split up. My goal is to split the system into separate add-ons to make it even easier to compose functionality. Rather than attempting to modify the guide along with it, v2 will also have a new guide focused more on higher-level concepts, while the scripts will use more documentation comments.
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 2 Alpha 5 available
This release addresses an issue that arose due to Godot 4.4 changes in how JSON is deserialized. Relevant Godot issues: #103374 and #61464. Makes sense why it was changed, but it might impact anyone unaware who’s consuming a JSON-based API, and wondering why responses may not be as expected. In addition, this release now includes character damage and …
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 …
Inventory System v1.14 available
A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …
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.