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1
vote
2answers
60 views

What factors affect the size of ammo limits?

In virtually all shooting games that use ammo, there is also a maximum ammo limit, which often varies between different ammo types. One obvious advantage of using ammo limits is to control the ...
0
votes
2answers
53 views

How do I attach UI data to logic data?

I'm attempting to write an inventory system(C++, doesn't need to be huge), that later on should be able to be drawn in a GUI. In the file structure, I think it would be best to put both information ...
0
votes
2answers
57 views

Handling differing inventory items on use interactions

Hey there my fellow programmers. Looking for a little input into a potentially smelly code problem (I was about to post this on the Code Review SE, let me know if that's the more proper place). After ...
3
votes
2answers
245 views

How to design a drag and drop inventory system with transition from icons to game objects?

I’m trying to write a simple 2D game in Unity with an inventory where the user can drag and drop different objects on the screen. I need the inventory to contain icons which on drag will become ...
4
votes
1answer
210 views

How are game menus logically structured?

I've been struggling with making a game menu system in Unity for some time now. I spent time developing a way to help myself understand how game menus are connected together. Right now, I'm calling it ...
2
votes
1answer
123 views

How should I store grid-based character inventories in the database?

I used to encode the whole inventory data into binary but I'm thinking of doing something different now. The inventory has a 64 slots in an 8×8 grid. Large items like weapons fill up 6 to 8 ...
2
votes
2answers
183 views

How to manage grid-based inventory with items larger than 1x1 cell?

Me and my team have been trying to implement some sort of inventory system. We've set our eyes on an inventory system where some items may take up more than one box on the grid system, sort of like ...
2
votes
0answers
191 views

How do you deal with loot in an RPG where all mosters drop their full inventory? [closed]

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 ...
3
votes
2answers
302 views

How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

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, ...
0
votes
1answer
166 views

Stacking items, c# XNA: When item reaches maximum stack, new items added are also maximum stack

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 ...
2
votes
2answers
368 views

Unlimited inventory system?

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 ...
3
votes
2answers
2k views

C# Item system design approach, should I use abstract classes, interfaces or virutals?

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 ...
0
votes
1answer
382 views

2D sort for inventory items?

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 ...
11
votes
2answers
811 views

Auto-organized / smart inventory system?

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 ...
174
votes
33answers
15k views

How to prevent the “Too awesome to use” syndrome [closed]

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 ...