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Questions tagged [inventory]

The tag has no usage guidance.

1
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2answers
82 views

Do inventory items have to live in the game world?

I'm trying to create an inventory system. There's a few parts to it: Item (scriptable Object just the data like name etc of the item) ItemDatabase which takes array of Item (scriptable object) and ...
0
votes
1answer
45 views

checking if an array rank is not equal to an int C#

I'm creating an inventory system for a dungeon crawler, I've got world gen, and player controls down, and this is the only snag.` ...
0
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1answer
74 views

How can I make an inventory system in Unity?

I am trying to make an inventory system for the game I'm working on with Unity and I want it to expand and compress whenever objects are added or removed. Is there any go-to way to do this?
0
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2answers
134 views

NullReferenceException in my inventory system [duplicate]

I'm making a simplified inventory system for a 3d game. When I try to pick up an object, I get the following error: NullReferenceException: Object reference not set to an instance of an object ...
0
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1answer
72 views

Item functionality with database

So the game i'm making will have items with different functionality such as ammo boxes, med-packs, guns, food, water ect. My problem is i don't know where to put the code for the specific ...
0
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1answer
130 views

Adding hotbar to inventory?

I have a inventory and I need to add a hotbar to access certain items. What this hotbar needs to do is when in the inventory "Menu" you add items to it and when you close the menu the hotbar moves to ...
-1
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1answer
133 views

What is “storage” in MMOs with vehicles good for, where all equipped items get removed?

Many games, for example Star Trek Online (Dry Dock) and Battletech (Storage) have a concept of placing a vehicle in storage. It is not ready for use, you're not destroying unused vehicles, but rather ...
1
vote
2answers
81 views

How can I handle sharing storage units in multiplayer?

I have recently come across a certain problem in programming my MMORPG: the synchronization of shared storage units. With shared storage unit I intend something like a "chest" that can be accessed ...
0
votes
1answer
263 views

Upgrade items on shop menu

I made a game and I made a Magnet upgrade and I have 8 game objects to set active 1 by 1 every time when I upgrade the magnet and I have (int upgrade = 0;). But when I upgrade these game objects it'...
1
vote
1answer
57 views

Good item distribution for 2d scroller game

I have made a scroller game where player moves to the right of the screen. I add a new uniform ground block about every 5 seconds. I was wondering how often should I put bonus items. Currently I put ...
1
vote
0answers
62 views

Designing Game Items in Mystery Game

I am currently working on a Mystery Game, where the player has to evolve in a small hamlet and find clues to solve a mystery. The game is a first person view and the feel is going to be somewhere ...
3
votes
2answers
1k views

How do Inventories work?

I am trying to create a inventory screen / system for my game. And I don't know how it will work. I'm creating it in unity. I was thinking of making a database of all items and a database of items in ...
4
votes
2answers
363 views

Ideas/suggestions to implement an item combination system

I'm designing a game where there is a relatively small set of items. A single player holds an inventory of item slots. Each item slot contains a single item. The inventory allows you to use the item ...
1
vote
2answers
159 views

Different methods of item implementation - what are the differences?

More often that not, when I see how item systems have been implemented in games, the items are retrieved using either a string or ID. Eg, GetItem("Sword") or GetItem(ID.Sword). Is there some advantage ...
0
votes
2answers
674 views

LibGDX: Problems with Button Listener in a Dialog

I'm developing a game where the player has an inventory, and you can find chests in the map with items which you can collect, so I created a class that extends from ...
1
vote
1answer
811 views

C# How to add inventory to player, NPCs, and in-game objects?

I'm a beginner in C# and trying to implement a player, an item interface, and some kind of storage system (for player inventory, NPC inventory/drop list, and storage like chests), and having some ...
1
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0answers
86 views

General pointers and advice in creating inventory structure?

I am working on text-based Diablo-like RPG, where each weapon and armor has unique stats and names and there is a lot of overlap. Ie I can generate Silver Sword with 40 damage, but I can also generate ...
1
vote
1answer
307 views

Java LWJGL inventory using ArrayList

I'm making a game in Java with LWJGL 2.9.3 and Slick2D, and I'm working on creating an inventory. I managed to set it up almost completely, but I ran into a problem. When I'm rendering the slots, only ...
-1
votes
4answers
522 views

How do I implement an item that can hold other items?

I'm attempting to implement a "storage item" into my game. But I'm having trouble planning out how it would work. I already have an inventory system made, but this storage item is giving me trouble. ...
1
vote
3answers
527 views

How can I store a large amount of items in a space-efficient manner?

How can I store a large amount of items inside my game? Are each of the items default data be loaded from a file into an item class and then stored in a giant array/list/dictionary? For a point of ...
2
votes
1answer
1k views

Bukkit “Could not pass Event” error

I'm trying to make a bukkit plugin, which implements backpacks in the game if the player has the correct item (Enchanted Normal book with Efficiency 10 and Unbreaking 10, to be uncraftable). I want ...
0
votes
1answer
654 views

Handling an item database with procedurally generated items?

Let's say you have an item database which has every item in your game. This works fine for regular items like a Health Potion, a normal Iron Sword etc, because these items have ItemID's so we can get ...
1
vote
2answers
97 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
109 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 ...
1
vote
2answers
803 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 ...
4
votes
2answers
3k 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
834 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
828 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
1k 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 ...
3
votes
0answers
485 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 ...
7
votes
2answers
875 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
243 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
615 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: ...
3
votes
2answers
8k 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
970 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
2k 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 ...
221
votes
33answers
27k 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 ...