Frost Crest - JamLog 05 - Inventory & Item Generation


UI, Inventory & Items

Hello!



So today's update is about a huge chunk of stuff getting done! 
First of all, I did a basic UI that can show the player's Inventory. There are keys for opening chest, SoulShards that will have a role for unlocking progression, and treasures, for looting coins and riches. For the jam, it will be used as a score I guess, but in case of a larger scale game, gold could be used in shops.

I also reworked every sprite of the UI and recolored them with the NES palette. Everything comes from OGA website, except the crates that I created myself (but I will release them on OGA post jam)

I will get back later to this when I'll have more time to go into details, but I had a sort of revelation about exporting variables:
Long story short, I wanted the crates to sometimes drop loot, sometimes nothing, and at some precise locations, I wanted to have a key as loot.

I started creating 3 object, one for each type of loot, but then I had this flash:
By exporting a "lootType" variable, I can directly choose what kind of loot if any will spawn upon destructionof the crate. I'm very happy to have found this trick as I can have only one crate object now. The code for the crate will match the lootType variable and run code that will generate the different items when needed.

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