Posts Tagged ‘Inventory’

This went quicker then expected. I’ve uploaded a new version of Battlelance, now with the working inventory and loot drops from DM spawns. I’ve added a few new items that are in the dynamic loot spawn list. I might have broken a few things in PBEM with the addition of items, but I don’t have the time to test it for hours. So if you find any issues, please do report them. Hopefully it’ll improve the game 🙂

Next up is to revise the character menu, all those items clutter up the ability and spell lists, so it’s time to think about something more user friendly.

The changelog for version 0.04:

  • ADD: Inventory screen
  • ADD: Gave every character items
  • ADD: Equipment slots (more to come)
  • ADD: Item pickup/dropping
  • ADD: Loot drops (15% atm) from Dungeon master spawns
  • ADD: New items for spawns
  • ADD: 1 use items (healing potions, scrolls)
  • Fixed: DM screen issues in placement phase
  • Fixed: Attack bonus penalty becaus everybody had 0 strength

Inventory test

Posted: 2013/07/31 in Uncategorized
Tags: ,

Here’s a small inventory test video. I’ve got the system so far that you can now equip, drop, pickup and unequip items. And multiplayer synchronization seems to work as well. So far the system works pretty good 🙂 Now I just different kinds of loot and perhaps a barter screen, where you can switch gear without having to drop it on the floor.

I’ve also noticed a bug in version 0.03, where your attack bonus was 5 points lower then normal (people won’t hit anything). I was a bit to enthusiastic with the RPG stats system and the chance of hitting something was also based on the strength of the character, but everybody has 0 strength atm…  I’ll try to get an updated version up as soon as possible, probably with the first version of the inventory so people can try it out.

As said in my last blog post, I’m working on an inventory system. Before all Battlelance characters where just a bunch of stats, from now on they’ll be stats and items! Ain’t that cool.

I’ve already got some work into a proof of concept of the inventory system I discussed earlier, and I have the basics working in game.

Each unit has a “Backpack” and a few equipment slots (to be determined). Some items have effects if they sit in your backpack, such as the health potion in the next example. Others give abilities and effects if they are equipped, such as the warhammer and full-plate armour in the said example.

Here are some screenshots on demonstrate my meaning:

Items in backpack

Items in backpack

Items equiped

Items equiped