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Day 4: Magical Inventory System

Mystic Valley Dev Update: Magical Inventory System 

Hey everyone! I've been working on a massive update for Mystic Valley - a complete magical inventory system that I'm really excited to share with you all.

What I Built This Session

I spent quite a bit of time designing and implementing a comprehensive inventory system that fits perfectly with the magical farming theme. The system has three main parts:

Personal Inventory (21 slots) - This is where you store all your physical items like crops, materials, consumables, and equipment when it's not being worn.

Equipment Hotbar (9 slots) - Here's where it gets interesting! These slots can hold learned spells for quick casting, consumables for immediate use, and items you're preparing to give as gifts to villagers.

Body Equipment (13 slots) - This is where you actually wear clothing and equip tools. It includes headgear, shirts, pants, robes, cloaks, necklaces, shoes, two tool slots (left and right hand), and four ring slots.

The Magic Enhancement System

One of the coolest parts is how magic tools work. Instead of just generic "magic power," each tool can enhance specific schools of magic:

  • Growth Magic - Enhanced by nature tomes and earth-focused items
  • Crystal Magic - Boosted by crystal focuses and gem-based tools
  • Fire Magic - Amplified by fire medallions and flame items
  • Shadow Magic - Strengthened by shadow grimoires and dark artifacts

You can equip a general wand in your left hand for broad magic enhancement, plus a specialized tome or focus in your right hand for massive bonuses to specific spell schools.

Anti-Exploit Design

I had to solve a balance problem early on - players could theoretically stack all 9 hotbar slots with magic-enhancing tools for ridiculously overpowered bonuses. The solution was elegant: magic tools are now wearable equipment that goes on your body (like clothing), with only 2 tool slots maximum. This creates meaningful strategic choices without allowing game-breaking exploitation.

Late-Game Portal Magic

There's a progression system where you can eventually learn portal magic (after rescuing all the fairies) that lets you access all your magical chests from anywhere in the world. It costs mana to cast and maintain, so it feels like a proper magical ability rather than just a convenience feature.

What's Next

The core system is complete and ready for Unity implementation! Next steps are:

  1. Creating the actual item ScriptableObjects (I have a list of 18 items to start with)
  2. Building the UI prefabs for the inventory panels
  3. Setting up sprite renderers for visual equipment on the player
  4. Testing the complete item flow from pickup to equipment

Technical Notes

Everything is designed to be backwards compatible with existing systems, so nothing breaks. The new inventory works alongside the old SimpleInventory as a fallback, and integrates seamlessly with the existing PlayerStats system for mana costs and stat bonuses.

I'm particularly proud of how the magic school enhancement system turned out - it creates interesting strategic choices about which tools to equip for different activities, whether you want to be a generalist with broad bonuses or specialize in specific magic schools.

The whole system supports the farming simulation gameplay while adding meaningful RPG progression through equipment. Players can collect better tools and clothing that provide real gameplay benefits, not just cosmetic changes.

Looking forward to implementing this in Unity and seeing how it feels in actual gameplay! The foundation is solid and should support a lot of interesting content as the game grows.

Thanks for following along with the development! 🌱✨

What do you think about the inventory system design? Any features you're particularly excited about or suggestions for improvements? Let me know in the comments!

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