Devlog 25
Check-in time! I have a healthy amount of content to show off this week, so let's get right into things!
Recently, I've been working on a few different things to do with the item framework. First up, I've tied in a whole list of different parameters to the danaume window in the bottom right corner of the player display! Not to get too into the technical side of things, but the system is fully modular! That means that if we do end up developing a new character window sometime in the distant future, it'll be as simple as plug and play.
I've also cleaned up items in preparation for some improvements to the inventory system. A bit technical, but the data for items used to be moved around a lot to display things, but now there's a separation between where the items are and where they're displayed. That's good because it both improves performance and makes way for the next change!
Lastly, I've also implemented drop-down menus for these item standins, so you can just click on them to get a full context menu. Not super complicated, but a step in the right direction.
For the future, Items in TFQuest are going to be dynamically equipped, meaning there are no fixed inventory slots. That means players can just drag and drop items overtop of the character window to have them equipped without hassle! Should make things a lot easier to keep track of when managing your inventory. Also planning to set up some tools to cleanly display these dynamically created slots. More in the technical digest on that if you're interested, but it'll just help to make things look pretty.
After that, I'm going to let items give their holders abilities. That should be a good intersection to bring items and the action system together.
That's about it for this session's devlog! If you'd like more information on the specifics of the technical side, check out the digest below! As always, I'll be around on Discord if you wanna chat about the project. Have a great day, and I'll see you next time!
Recently, I've been working on a few different things to do with the item framework. First up, I've tied in a whole list of different parameters to the danaume window in the bottom right corner of the player display! Not to get too into the technical side of things, but the system is fully modular! That means that if we do end up developing a new character window sometime in the distant future, it'll be as simple as plug and play.
I've also cleaned up items in preparation for some improvements to the inventory system. A bit technical, but the data for items used to be moved around a lot to display things, but now there's a separation between where the items are and where they're displayed. That's good because it both improves performance and makes way for the next change!
Lastly, I've also implemented drop-down menus for these item standins, so you can just click on them to get a full context menu. Not super complicated, but a step in the right direction.
For the future, Items in TFQuest are going to be dynamically equipped, meaning there are no fixed inventory slots. That means players can just drag and drop items overtop of the character window to have them equipped without hassle! Should make things a lot easier to keep track of when managing your inventory. Also planning to set up some tools to cleanly display these dynamically created slots. More in the technical digest on that if you're interested, but it'll just help to make things look pretty.
After that, I'm going to let items give their holders abilities. That should be a good intersection to bring items and the action system together.
That's about it for this session's devlog! If you'd like more information on the specifics of the technical side, check out the digest below! As always, I'll be around on Discord if you wanna chat about the project. Have a great day, and I'll see you next time!




