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.
Get Frost Crest
Frost Crest
2D Action Platformer
Status | In development |
Author | Imogia Games |
Genre | Action, Platformer |
Tags | 2D, castlevania, demons, frostcrest, imogia, oga, opengameart, Singleplayer |
Languages | English |
More posts
- Frost Crest - JamLog 04 - Basic MovesFeb 16, 2022
- Frost Crest 03 - The First MonsterFeb 05, 2022
- Frost Crest - Artistic MockupFeb 03, 2022
- Frost Crest - Open Game Art Winter Game JamFeb 01, 2022
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