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Inventory System

I developed this inventory/equipment system with modular equipment, slots, and pickup/drop/save mechanics.

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I developed an Inventory system from scratch using the Unidad Moribunda video game I had been working on. This wasn’t your usual “equipment” script which I was accustomed to coding, but rather a dynamic system that allowed a varying number of items to be picked up, equipped, used, dropped, and saved.

I made a wide range of multi-purpose functions that could be used by the different objects, the objective system, and the player save system. From this, I started drafting the specific logic of the inventory system intself.

The system kept track of picked-up objects and also handled (in separate classes) stuff like raycasting, player distance, and UI feedback. It would also keep track of the amount of ammunition in the player’s inventory (which wouldn’t use a slot per se, but rather simply have an amount and caliber. This was so that multiple guns of the same caliber could use the same ammunition).

Since the player had a third-person model (and shadow) that were separate from the first-person arms, we also had to update another script that handled the animation for the third-person model so it would be synced with the first-person actions.