P.S. Do you think you could give a brief summary of what the inventory system is as of right now? Like how it flows in-game, and if it supports items without having to hard code it in?
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Ninjaboi wrote:This project is progressing rapidly. I can't wait to play it man.
P.S. Do you think you could give a brief summary of what the inventory system is as of right now? Like how it flows in-game, and if it supports items without having to hard code it in?
Inventory* inv = Inventory::instanceGet();
inv->addItem(foo,1);
inv->addItem(Bar,7);
inv->removeItem(Bar,1);
int bar_count = inv->itemCount(Bar);
struct ItemSlot
{
int type;
int ammount;
};





Ninjaboi wrote:Sounds like great minds think alike.
Ninjaboi wrote:
I'm curious though, couldn't you just have a location minimum distance between the start and exit points in the map? That would certainly solve them being made close to each other.



Lith wrote: Make the halfed version and add more things if I have time.

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