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A_A_Battery
06/15/19 1:23:57 PM
#1:


RPG

Inventory

Equippable Item: Shield

Inventory has tabs for weapons, armor, potions, etc.

Does the shield go under the armor tab or the weapons tab?
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a_riot04
06/15/19 1:25:23 PM
#2:


Armor
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Reinforcements? I am THE reinforcements.
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Dragon239
06/15/19 1:25:59 PM
#3:


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sauceje
06/15/19 1:29:21 PM
#4:


Armor
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He was born in a coop, raised in a cage, children fear him, critics rage,
He's half alive, he's half dead, folks just call him Buckethead
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QuantumTheory
06/15/19 1:38:03 PM
#5:


Armour
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Nothing is real.
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kirbymuncher
06/15/19 1:57:42 PM
#6:


depends which equip slot it takes up on the character but I think you would need a very good reason to put it anywhere other than armour
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RoboLaserGandhi
06/15/19 2:04:07 PM
#7:


Weapons

You hold it in your hands, you don't wear it.
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AlisLandale
06/15/19 2:08:06 PM
#8:


Armor.

But if the sheild has an offensive ability, or is used in an off-hand slot that can also equip weapons, weapons is acceptable I guess.
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If Yamcha would have brought his bat along he'd have blasted Jiren out of the ring like Ness in smash brothers. - Gids_goft
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QuantumTheory
06/15/19 2:08:08 PM
#9:


RoboLaserGandhi posted...
Weapons

You hold it in your hands, you don't wear it.


So which slot does a fleshlight go into?
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Nothing is real.
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MarqueeSeries
06/15/19 2:09:48 PM
#10:


QuantumTheory posted...
RoboLaserGandhi posted...
Weapons

You hold it in your hands, you don't wear it.


So which slot does a fleshlight go into?

Healing items
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Smashingpmkns
06/15/19 2:16:57 PM
#11:


If it takes up a weapon slot then it should be in weapons for convenience sake.
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Clean Butt Crew
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FF_Redux
06/15/19 2:28:13 PM
#12:


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A_A_Battery
06/15/19 3:05:49 PM
#13:


AlisLandale posted...
Armor.

But if the sheild has an offensive ability, or is used in an off-hand slot that can also equip weapons, weapons is acceptable I guess.


That is the case, if the character can dual wield the shield slot doubles as a weapons slot. A complete bitch to program but that's just par these days.
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nexigrams
06/15/19 3:14:48 PM
#14:


It's hard to say from strictly a game dev point of view, it really depends on what you have for available memory and/or bytes and what the people who make aesthetic/systems decisions think. If you have the room for an additional offhand/shield slot and they want to add one, you can. If you think it makes sense to add an additional category, and there isn't one, it's probably because doing so would require adding additional memory they can't spare (or would otherwise be wasted. For example if it required another byte but the other 7 bits would go unused or some shit like that).
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AlisLandale
06/15/19 3:23:47 PM
#15:


A_A_Battery posted...
AlisLandale posted...
Armor.

But if the sheild has an offensive ability, or is used in an off-hand slot that can also equip weapons, weapons is acceptable I guess.


That is the case, if the character can dual wield the shield slot doubles as a weapons slot. A complete bitch to program but that's just par these days.


Im curious, what is the difficulty?
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A_A_Battery
06/15/19 3:54:56 PM
#16:


AlisLandale posted...
A_A_Battery posted...
AlisLandale posted...
Armor.

But if the sheild has an offensive ability, or is used in an off-hand slot that can also equip weapons, weapons is acceptable I guess.


That is the case, if the character can dual wield the shield slot doubles as a weapons slot. A complete bitch to program but that's just par these days.


Im curious, what is the difficulty?


The difficulty is that items can be equipped via two ways. Either you right click on the item in the inventory and it gets automatically equipped to the correct slot by itself, or you drag that item to the equipment slot and drop it in there.

Now when it comes to the "shield" slot, two types of items can go in there. An armor type (shield) and a weapon type, but only if the character unlocked the dual wield skill.

Now say you right clicked on a weapon, the setup as it is is that the weapon goes to the weapon slot and any weapon in there gets switched out. But, I have to add an exception whereby if the player has dual wield, the weapon goes to the shield slot and the shield returns to the armor tab if there is room for it in there. It's not the worst thing ever but I have to do that for both the right click case and the drag case. Kind of a B when most things are set up to automatically categorize and place things in the right slots without having to worry about that one slot that accepts two different kinds of things.

That said, upon proceeding in this venture, I have found that it is more convenient to put the shield under weapons. And instead of the weapons tab icon displaying two swords crossing, it will display a sword and shield.
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