Week 5 - The Better Late than Never Edition


It’s been a while coming to get to complete week 5. It’s not everything I would have wanted but exceeds all the “requirements” for the week. This week introduced items, inventory, and range combat (in the form of a right-click lightning bolt).

Godot is incredible but I really hit some rough spots over the last couple of weeks. Sadly, after implementing the inventory UI according to the recommendation it would have looked terrible. There is a long-standing open issue to provide some sort of grab offset. Without it you grab something from your inventory and it’s trailing your cursor which is strange.

I then implemented the UI for the inventory using the UI signals to find there was a bug that blocks mouse event signals from firing if you are holding down the mouse button. That kind of kills dragging.

So, ultimately, I had to re-implement that functionality a third time using rectangle checks. I like the overall structure of how everything is organized and I implemented hotbar hotkeys which I wanted. I still need to add stacking and delegation of the weapon functionality and equipment stats to the inventory system but that should all be doable.

Once that was done it was adding GDQuest’s open source lightning effect and a lootable health potion as a proof of concept. I may have a bug in the lightning, though, as it doesn’t seem to always fire. I’ll try to look at that this week.

Anyhow, there you go. Week 5. Now only two more weeks to catch up on!

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