Developer update #5

Grid Online

Jeff
Grid Games
2 min readJul 17, 2018

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Work in progress tileset

UPDATE: We’ve also done a video update. Check here for the YouTube vid.

This update mostly contains updates on the item system. The item system contains anything and everything that has something to do with managing items. Ranging from looting to equipping items. The reason why there hasn’t been a dev update is mostly because I wanted to finish the item system and do a larger post, instead of small iterations.

Networked container system

While we already had containers implemented they mostly worked offline and were non-universal. In the new system containers are still inherently local and systems on top of them are networked, keeping the containers in sync. and supporting all basic operations such as: moving, using and stacking (if applicable). Items can also be freely moved between containers, even those placed in the world (though we need to put a restriction on which containers can and cannot be moved to).

This new system allows us to easily create new types of containers. For example the Unity component ‘LootContainer’ can be added to any game object, which instantly becomes interactable and lootable.

Looting

Looting has been implemented and although the looting action works there’s no loot system yet (i.e. what gets added to the container). This will be implemented at a much later phase.

Effects & Buffs

The Effects & Buffs system is a networked component that synchronises character status (buffs & debuffs), such as health boosters and stim packs (temporary items). Using a stimpack from your inventory regenerates the character’s health. The system has been designed in such a way that adding new effects is all about designing them and not painstakingly having to reimplement them.

Equipment

I’ve implemented an equipment manager that allows players to equip items through the equipment window. The current window serves a technical placeholder so I can test the functionality of the equipment manager and to demonstrate its use. Right now it features: head, left and right hand (adding more slots is just as easy). Equipment uses the same container system as looting and the inventory; featuring a different interface and additional checks for the future item requirements.

Equipment currently does not affect character stats and does not currently have any requirement checks other than adding an item to the right slot, e.g. head piece can not be equiped in the left or right hand.

Minor stuff

Implemented a windowing system, admin commands for the chat console, network fixes

Next up

I’m planning on implementing equipment visuals such that equipping a weapon is visible on the player (attaching a model to the left or right hand) and if time allows it I will work on item requirements.

Also on that note, players can decide whether they are left or right handed (left handed people are underrepresented! 😜)

— GG —

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