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Your email address will not be published.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

  • October 9, 2023

    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).

  • 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 …

  • October 23, 2023

    Fire, Rain, and Black Hole particle effects

    This video is from December last year and uses Godot 4.0-beta7, but I thought it was interesting, because… particle effects!

  • 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 …

    © 2026 GoGoGodot.io. All rights reserved.