I was locked away for several nights, delving into the arcane workings of a dynamic inventory. And I succeeded. In C++ it would've been a lot easier (Polymorphism, better primitive data-structures, speed).
This is what I managed to do:It's fully functional, and any item I create that is a child of obj_baseitem can be picked up/examined/used/eaten/drunken/dropped/thrown.As for the key-layout, I'm using an approximation of Roguelike controls, and relying as little as possible on the mouse (I hate using the mouse for an RPG myself, though I give exception to Morrowind.)Coming soon: Player status Window.GM8.1 stuffI got GM 8.1 Lite. Don't want to get Standard. Can't afford it :PAnyway, it's got it's good points, and I love the zoom feature for rooms, but… it's not quite enough to change me over permanently.GM 8 Pro is still fine for my needs.Also, my internet connection will be intermittent at best, so expect progress updates anytime between now and next month :PQUICK UPDATEI did a few things, like sticking the information-boxes at the top-left of the screen (Don't worry, the font is temporary.), and I changed the UI color.Also, as mentioned in my latest comment, I added more keyboard commands.
wtffff is roguelike? >=0
anyway, yeah i guess it's funner that way. games like Final Fantasy that give you infinite space annoy me, takes all the planning and difficulty out of the game.Ahem:
The game that all 'rogue-like' games are based on.Ah, so you are using actual objects for the items, I never though of doing that, but it makes sense, it allows for inheritance, which simplifies things a bit.
Is that Finn from Adventure Time?
*Slaps death*
Play more games, fool.Edit: Yeah, that's right, I go around slapping Death.You know what, I'm going to put that edit back in…