Development Update: Items and Inventory
This past month of development mostly focused on implementing systems for items, equipment, and inventory. I'll go over everything that was added in the text to follow, and there's also a video below that covers much of the same ground.
Every character in the game has a certain equipment load-out, with armor slots for the head, chest, and legs, as well as item slots for what they have in each hand. In addition to that, each character has their own inventory (with a fairly limited number of slots) to represent what they are carrying on them personally - things like consumables, backup weapons, ammunition, or bombs. Larger, heavier items can take up multiple slots, and reloading or equipping items costs time and can generate interrupts. Enemy also has realistic clip management, so ejected clips can go back into your supply. When you aren't in combat, you have access to a squad inventory that you can move items to or from, but when you are in combat, you have to make do with the limited load-out you picked going in. You can hover over any item for a detailed description along with its damage and other effects. You can also move, re-size, reorganize the menus to suit your preference.
Every opponent and NPC also has an equipment load-out and personal inventory. One of the design principles of the game is that enemies follow all the same rules that you do, so any weapon or armor that's used against you, you can take and use against your opponents. So, for example, you can take a wizard's magic staff and use it to cast fireballs of your own. You'll also find chests and be able to purchase items from shops in villages.
How a character plays depends on how you've built their stats, and how you've equipped them. A ranged character could find a low accuracy, high rate-of-fire SMG in an action-game-themed area and build their play-style around that. Similarly, a melee character could be squashing enemies with a cartoonish mallet, or wielding a futuristic plasma sword.
And last of all, items are defined by xml files where you can specify every single thing about them, such as what actions they enable, what they look like, particle effects they need, descriptions, damage equations, and more, so modders have complete control over them. That's all for this update! Thanks for reading.