I need an inventory for Interaction Project – Part 2

Actually, the Game Foundation package from Unity itself is pretty neat.

I just need the Inventory System from it for now. It also offers a currency system, a trade system with a transaction system and some kind of reward system.

There are some tutorials on the package page, yet they are not updated to the latest version and some things have changed, so one must think a bit.

It is pretty easy to use and the editor interfaces are very nice.

Example of an InventoryItem definition, on the left side the overview with all inventory item definition, well there is just this one at the moment, so 🙂

Since I want to be able to choose an item definition in an Action, so that the item can be instanced and given to the player, I need a way to list all item definitions in the catalog.

This is done by using one of the catalog API methods, as shown by a post on the unity forums. At the start I was not sure which type to use for the CatalogItemAsset ICollection which is of course an InventoryItemDefinition List.

    // You can use any type of catalog item for this list.
    List<InventoryItemDefinition> itemDefinitions = new List<InventoryItemDefinition>();
    GameFoundationSdk.catalog.GetItems(itemDefinitions);
 
    foreach (InventoryItemDefinition definition in itemDefinitions)
    {
        // Process your definition here ...
    }

My next problem is that I want a nice way to present the available ItemDefinitions in the custom Action Editor. Right now one could go into the catalag asset and open it and drag the containing InventoryItemDefinition Scritable into the Action ItemToAdd List, but yikes.

So what I really, really would like to have is that nice overview and filter/search listing element in the image above and let it pop up in a window so one can just doubleclick on an InventoryItemDefition and it would add it to the list in the custom Action inspector. Hmm. Onwards to adventure, maybe I can check out how to do this.

I need an Inventory. To put stuff in. And take stuff out. You know. A first look.

I need an inventory system. Mainly for the Interaction Project. Of course an inventory system consists of two parts, the Inventory Data and the Inventory UI.

Let me check my option here first :

Option 1 : Write one myself.
Option 2 : Use a free one
Option 3 : Try to utilize Unitys Game Foundation
Option 4: Buy one on the Asset Store

Option 1 is tedious. I already wrote one for Interaction Project. But besides the fact that it was poorly designed, it was bound to the Interaction Project way to close. While something like that is done fast, doing it right is not done fast.

Option 2 is ok, there are several open source inventory systems. But the learning curve, the quality check and also checking if there is still active development also takes time. And it has to be adaptable to the Interaction Project, which I plan to do by using an interface.

Option 3 is interesting. The Game Foundation seems high quality and provides one part of the Inventory, the Data Layer for it. It also has a currency system. Mainly done for making predatory mobile games, nevertheless it seems to be what I need. Will definitly try it out.

Option 4 requires a bit of research and of course money. (which is totally ok for an external quality asset that saves time and/or enhances the posibilites)

Being seen is half the battle – a (very simple) Quest-System for Unity (#3)

This is the system now that makes it possible for the Actionable Object to track if its seen or not seen. Now it can give the Game System (ControllerGameScene in this case) all the actions or informations that the game system needs to present the player choices or possible actions. This will be done via a UI menu or hotkeys.

Lara, wheres the croft

So I played Rise of the Tomb Raider from 2015.

I was not a big fan of the Croft franchise, ever. But this game taught me quite a lot about puzzle making and the development of open world games since 2015, as did the Assassins Creed franchise. Funny, that they mostly all use exact the same mechanism, but the puzzle thing is where Croft scores.

Also this combination of micro-movie sequences and gameplay was interesting.

I now tested the trial version of Shadow of the Tomb Raider from 2018, most settings to Ultra. And wow, the graphics f*cked my brain.

Also and that is interesting, the facial expressions of the modern Lara are not as good as in the 2015 version, by far.