I currently have a system where both players and monsters in an RPG use equipment. This means that when an enemy is killed, I can technically drop everything they have. These are armor and weapons ...
I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
haven't used this site before so I'm sorry if I format my post badly. I am trying to build a stackable inventory for my game in c# XNA and the problem I've encountered is when an item in my inventory ...
I am working on a small game, I need to add an unlimited inventory to the game but I am not sure how to do it. I have an inventory system with a specific amount of slots, here it is: <?xml ...
I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of ...
I asked this question some time ago. Now I ended up with just a sorter method that will sort the items based on their bulkiness/nSlotsRequired. Here's what I'm doing: I store all the items I have in ...
for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way ...
When you give the player a rare but powerful item which can only be used once but is never really required to proceed, most players will not use it at all, because they are waiting for the perfect ...