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Steam News6 March 20264mo ago

GameDev Diary Day ???: INVENTORY IS IN

Inventory is done-ish. Its always an 'ish' at the end of done. Units have their equipment, accounts have a party inventory.

Full notes

Full Dungeon Flop update

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What changed

0 fixes1 addition2 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
changedLoot has fields for exp and gold, as well as a stackable toggle. Rigidbody is what is used to give physics to an object. this way they can spill out and have a bit of kinetic energy to them instead of just spawning it around whatever pooped out the loot. Light give it a small glow. This can then be saved using the save button. The mod selection lets you select what mod you are working on and finally, the load item shows all items in that mod.Steam post image
addedEquipment has a slot selection, to tell it what slot it equips in. Modifiers for stats are added by clicking the add modifier. Here you can give +2 to STRENGTH or +5% CRIT for example. Abilities are what abilities the item grants you. An item can have more then one slot option, letting you give a dagger a main hand ability and modifier and an off hand ability and modifier layout. This can lend to some interesting loadouts where maybe equipping something sub optimally is good as it lends a different ability or something in that sub optimal spot.Steam post image
changedFinally we have the breakables. This lets you choose its hp value, when hp drops to 0, it breaks. Currently i have a threshold selector, so like, if you drop it to 90% hp it breaks, but honestly, thats a bit over engineered. So that will probably get dropped. Blocking movement and vision are toggles, using physics and using lights are also toggles. Finally we have a broken sprite for you to upload what it looks like after its been pillaged.Steam post image

Dungeon Flop changes

changedLoot has fields for exp and gold, as well as a stackable toggle. Rigidbody is what is used to give physics to an object. this way they can spill out and have a bit of kinetic energy to them instead of just spawning it around whatever pooped out the loot. Light give it a small glow. This can then be saved using the save button. The mod selection lets you select what mod you are working on and finally, the load item shows all items in that mod.Steam post image
addedEquipment has a slot selection, to tell it what slot it equips in. Modifiers for stats are added by clicking the add modifier. Here you can give +2 to STRENGTH or +5% CRIT for example. Abilities are what abilities the item grants you. An item can have more then one slot option, letting you give a dagger a main hand ability and modifier and an off hand ability and modifier layout. This can lend to some interesting loadouts where maybe equipping something sub optimally is good as it lends a different ability or something in that sub optimal spot.Steam post image
changedFinally we have the breakables. This lets you choose its hp value, when hp drops to 0, it breaks. Currently i have a threshold selector, so like, if you drop it to 90% hp it breaks, but honestly, thats a bit over engineered. So that will probably get dropped. Blocking movement and vision are toggles, using physics and using lights are also toggles. Finally we have a broken sprite for you to upload what it looks like after its been pillaged.Steam post image

Inventory is done-ish. Its always an 'ish' at the end of done. Units have their equipment, accounts have a party inventory. You can right click a unit to open up a more detailed view where you can then drag and drop equipment onto their equip slots. This is written to the accounts Json data, this modifies your unit data and your party data.

Lets go into another authoring tool. Last time i talked about the floor/wall editor, now lets talk about our item editor. Items have 3 categories. Loot, equipment and breakables. Loot is what breakables and mobs drop, so exp and gold and the what not. Breakables are furniture for the dungeon that can be pillaged. Pillaging a breakable is ability based. So if you have "pick locks" as an ability, and a breakable requires "break locks" to break, then you will be able to break that and it will drop its loot (if any). Equipment is anything that can be equipped. Each category changes its layout to match what your are editing.

Loot has fields for exp and gold, as well as a stackable toggle. Rigidbody is what is used to give physics to an object. this way they can spill out and have a bit of kinetic energy to them instead of just spawning it around whatever pooped out the loot. Light give it a small glow. This can then be saved using the save button. The mod selection lets you select what mod you are working on and finally, the load item shows all items in that mod.Steam post image

Equipment has a slot selection, to tell it what slot it equips in. Modifiers for stats are added by clicking the add modifier. Here you can give +2 to STRENGTH or +5% CRIT for example. Abilities are what abilities the item grants you. An item can have more then one slot option, letting you give a dagger a main hand ability and modifier and an off hand ability and modifier layout. This can lend to some interesting loadouts where maybe equipping something sub optimally is good as it lends a different ability or something in that sub optimal spot.Steam post image

Finally we have the breakables. This lets you choose its hp value, when hp drops to 0, it breaks. Currently i have a threshold selector, so like, if you drop it to 90% hp it breaks, but honestly, thats a bit over engineered. So that will probably get dropped. Blocking movement and vision are toggles, using physics and using lights are also toggles. Finally we have a broken sprite for you to upload what it looks like after its been pillaged.Steam post image

Thats the item editor thus far. A big issue is that game dev is like spinning a web. Sometimes, everything is very linear and makes a lot of sense. Other times its bringing 10+ scripts together for them to dance the dance of their people.

Anyways, i gotta go back to coding.

love you.

  • 4d4

Source

Steam News / 6 March 2026

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