First in the long list of revamps is the inventory. I have been working for several hours on this new system, and it has an incredible amount of flexibility and functionality. Here is a long explanation of how the new inventory will work:
Essentially, screen slots are numbered 1-70. 40 are dedicated to the user interface, and
the remaining 30 are dedicated to machines. Slots MUST load data from the INI files.
There are two types of slots.
Screen slots and stored slots. Screen slots are the visual slots visible on the screen. Stored slots are stored in INI files. This allows for much flexibility with interfaces. All slots used by interfaces will be given a unique identifier. For example, if the interface is named 'Printer' the first interface created as a Printer will have the identifier Printer-1-S1 (S1 being slot 1, as the interface may use more than one slot). When the interface is right-clicked, the interface will call for a few screen slots.
This allows for easy implementation of infinite inventories for any object -- crafting tables will retain their items, machines can process items, chests will function properly, etc.
Until next time!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Alec. He posts weekly, usually on the weekends on Saturday.