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Plan for Jacob Dankovchik

by Jacob Dankovchik · 03/27/2005 (9:19 am) · 7 comments

Well, this is my first ever .plan. Decided to finally post one as I am working on something others may like, or not.

I've noticed that lack of inventories like those you see in RPG sort of games. My game, even though its an FPS, needs one like this, and so I've decided to set out on attempting to make my own. If I manage to make this, which isn't really the best of hopes, I'll post it as a resource for everyone as well. ;)

It'll work like the inventory of Ultima Online, for any familiar with that. Basically it'll consist of your background inventory GUI and inside items are randomly tossed, not arranged or setup in some way. I liked this style and it'll be much easier to do, so I'm just going with it. I'll also try to go ahead with the equipment setup too, so you cn equip armour and weapons and it'll change the stuff on your player. Hopefully that'll be a bit easier.

Anyhow, enough talk. Time for me to get back to work. Wish me luck! ;)

#1
03/27/2005 (12:46 pm)
In case you want some reference, or you would rather move onto other things, you can try either of these.

One that is a C++ implementation

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1955

one that is a script based gui control
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3467

Either way, good luck and have some fun
#2
03/27/2005 (3:45 pm)
Sounds real cool, I too am trying to figure out my own Inventory. Your resource could probably help, when you figure it out, so I hope you do! I tried adapting some of the existing inventory resources to my needs but they arent really designed with lots of diverse items in mind (RPGs!).
#3
03/27/2005 (3:50 pm)
Well, i've run into a small problem. I don't know how to make new GUI objects during gameplay. If i can't figure this out, i'll be forced to make things a bit more complicated and much bigger. :/
#4
03/28/2005 (5:26 pm)
Jacob, can you be more specific? I mean you can't make them or you mean you can't figure out how to get them to load?
#5
03/28/2005 (6:39 pm)
What i need to do is spawn a new objet in a gui. For example, here is one out of the DragDropGUI.

new GuiDragDropButtonCtrl(Inventory4) {
profile = "GuiDefaultProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "395 250";
extent = "105 93";
minExtent = "8 8";
visible = "1";
lockMouse = "0";
bitmap = "./inv/rapier";
canMove = "1";
isReceiver = "0";
snapsBack = "0";
copySource = "0";
switchImages = "0";
resetSourceOnDrop = "0";
dropBorder = "0";
dropBorderSearchColor = "0 0 255 100";
dropBorderType = "inventory";
dropBorderSearch = "inventory";
performActionOnUp = "1";
helpTag = "0";
};

What i need to know is how can i make a new one like that while playing the game? So say when you pickup and item, it'll create the GUI object like that.
#6
03/28/2005 (7:35 pm)
I'm at work, So when I get home I'll throw the code at you. Or at least a mock up of how to go about it.

Edit: Actually, If you can send me the whole gui file, it would be easier to run through and show you how to do it.

My email is on file

What you may want to consider is loading every image into the control on start up and setting all of there visible properies to false.

Then on there onpickup event( I think that's what it is) make the item visible.

The one important thing to remember is that every gui element that has been loaded into torque is can be called at anytime. It's in memory just like any variable or declared object
#7
03/30/2005 (8:14 pm)
if you have lots and lots of items dont you want to just load the ones currently being displayed

and when you add new things, you populate "empty" slots with data

good luck and if you make something cool please share :-)