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Steam News30 January 20242y ago

Protozed January Dev Update

Hello Friends! I’ve been hard at work on the inventory system as of late. I have an early preview of the inventory system style to show but keep in mind, it is early draft and subject to change.

Full notes

Full ProtoZED update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Friends!

What changed

0 fixes0 additions1 change0 removals
  • Gameplay
changedI’m using a customized version of ArcInventory, which provides a solid, modular framework to build the complex inventory and item architecture I’m going for. For those interested, I’m also including a rough design diagram of the itemstack and how attachments/sockets work. You’ll notice that there really is no limit to how far an item can be stacked. ( Think Tarkov’s attachment system )

I’ve been hard at work on the inventory system as of late. I have an early preview of the inventory system style to show but keep in mind, it is early draft and subject to change.

I’m using a customized version of ArcInventory, which provides a solid, modular framework to build the complex inventory and item architecture I’m going for. For those interested, I’m also including a rough design diagram of the itemstack and how attachments/sockets work. You’ll notice that there really is no limit to how far an item can be stacked. ( Think Tarkov’s attachment system )

As a final note, here is how the procedurally generated neighborhood is working. I’m using unreal’s PCG functionality to generate the surrounding foliage, Dungeon Architect generate the layout of the neighborhood and my FloorPlan generator to handle layouts of rooms and furniture in the houses.

Thanks for all of your support! Scott

Source

Steam News / 30 January 2024

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