Super excited to release the project, which has grown far beyond its original scope. I’ve added nearly twice the features, turning it into a full-fledged framework that can support any game genre. It’s essentially a brand-new system, and while building it was a blast, there’s a lot to cover. I’ve created a documentation page to break everything down, but rewriting the full tutorial in detail like before feels overwhelming. There is so much to unpack.
Viewing post in Enhanced Renpy Inventory System comments
Oh wow! Seems like you put 200% to the project! I'm so excited and I can't wait to see it released to the public! Do you know when you might release it? Will it cost anything or will it be free like the other inventory systems you've made? Sorry if I'm pestering, but I'm excited to see the development!
No, it's totally fine. I really enjoy talking about game development; it’s something I never get tired of, and the community's interest motivates me to keep building. The framework itself is super friendly, drag‑and‑drop, and easy to use. The challenge isn’t the learning curve, but the fact that with so many features, people will naturally have questions. Providing support for everyone takes a lot of time, and that’s the main reason I can’t offer it completely free.
That said, if someone is genuinely interested, I’m always open to a “review copy” to talk things through, I’ll happily consider that. I really appreciate the enthusiasm people have shown; it means a lot.
To give you an idea of what this framework covers: it’s built for serious game development, whether you’re making dating sims, RPGs, or other story‑driven titles. It includes all the typical features you’d expect, like inventory systems, menus, tool actions, eating/consuming mechanics, and more. It’s already close to being a complete solution, and because it’s robust, the present status is complete; if there are any missing features, they can be added later without issue.
Here is a screenshot for more clarity
