Go, Go, Godot!
  • 0

Inventory System v1.7 available

February 11, 2024

A couple of corrections and a new feature:

  • Added inventory saving and loading to the main tour

Bug fixes:

  • The drag-and-drop state is shared via static property
  • Inventory controller filtering no longer accesses item index out-of-bounds
  • Inventory serialization strategy order of operations for slightly improved performance
  • Prevent the GGInventoryController from using empty slots
  • Miscellaneous static typing corrections

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 v1.8 available
NextInventory System v1.6 available

Leave a Reply Cancel reply

Your email address will not be published.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

Related Posts

  • January 30, 2024

    Inventory System v1.1 available

    Hot on the heels of 1.0, version 1.1 allows for gaps in the inventory. This release also correctly bakes the release version into the PDF Guide.

  • September 25, 2023

    Generating documentation for GDScript

    Any sufficiently large code base needs documentation. Documentation tends to come in all sorts of shapes and sizes. Among them are high-level architecture and design docs, class and method interface documentation, and inline comments to explain optimized or complex algorithms so the reader doesn’t have to parse the logic in their head (often, this is …

  • February 15, 2024

    Inventory System v1.8 available

    The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …

  • October 9, 2023

    Design Patterns for Building Friendships

    In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …

    © 2026 GoGoGodot.io. All rights reserved.