Devlogs
Zurvive v0.0.4 - Inventory
ZurviveA downloadable game for Windows
Posted November 27, 2023 by Alvaron
#inventory #shooter #prototype
After what I consider to be a bit too long, I finished the inventory.
It's been a rough month, with less dev time and the death of a little friend. It made my coding go slower, my interest not being there all the time and in grief and tiredness make mistakes that took a lot longer to fix than it should ("Hey dev, you're using source control... Just roll back!!" - ²Nah, I'mma fix it!²).
I'm still planning on writing a blogpost about the inventory system and my reasoning behind it. But that'll have to wait a few more days. But this part is finished now and I can start working on putting everything together.
Current systems in place:
- Guns
- FPS movement
- Enemy & pathfinding/"ai"
- Inventory system
- Level selection and loading
- Health & Survival
It's all basic, making them a decent game loop and tweaking everything is now on my plate, but I have a decent direction I want to go with the project.
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!!== VERSION 0.0.4.0 ==!!
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-> ADDED
- Inventory system Basics
- Containers
- Pickable Items (M16, Fish, Apple, Can)
- Drop items out of inventory and spawn them in the world
- (QoL) Visual hint for interactables
- Scene changing & Loadscreen infrastructure (behind the scenes - see what I did there?)
- Fall damage (crude, testing)
- Use Items Right Click (consumables -> eaten)
- Hotbar
- Distance check on opened inventories (autoclose)
- Player Inventory now has equipment slots (torso, legs, backpack)
- "Gunrange" bullseye targets
- Player equipment slots (head, feet)
-> CHANGED
- Crosshair from static image to code
- Bulletspeed M16 (test -> realistic)
- Bullet drop (experimental)
- Bullet cleanup (if too far, destroy object)
-> FIXED
- Zombies will redo their death animation if you hit their hitboxes again :: These weren't animated yet.
-> KNOWN BUGS
- Audio glitch in slowwalk and crouching. Speedchange footsteps glitches
- Zombie AI 100% buggered! Will be completely redone.