Let me know what you would like to see in other episodes in this new series 'Item Generation System' Can't make promises, but if it fits the scope I will definitely include it :)
I love you man. This was exactly what I've been looking for! And I had that same feeling with another of your tutorials before. You are a huge addition to the Godot community. Thank you!
Simply amazing, haven't used any of your tutorials yet but it makes me happy to know I'll have your high Quality tutorials waiting for me in the future. Love the non beginer style of your videos. Keep it up!!
These are indeed amazing tuts, I've been reconstructing and modifying this grid series and picking some things from the first series and everything seems to fit nicely together. If you ever continue or recreate these inventory series, I would like to see a some sort of vendor logic too. How to sell and buy things. I kinda see how to make it with fixed loot panel and checking money amount etc, but like always, there probably is a stupidly elegant solution that I just can't see ;) Bless up.
really really help full i use it uon godot 4.3 i learn alot i didn't know u can do [i] in for loop im beginner i start learning godot luccky to find your channel. Thanks alot :) i use this to have random drop in my game can u do grid based inventory like in path of exile or resident evil 4
Are you Dutch by any chance? Pronouncing "Idea" as "Aydee" is such a Dutch thing hahaha! Great tutorial, a lot of the stuff here on your channel are topics I'm currently implementing so it's a treasure trove this!
Since you're making random items you could give them unique textures by combining different parts, but how can you constrain your system in the case of only wanting to generate low level items? I imagine you could add a score for every modifier and only allow a max sum in certain maps, but how would you do it?
You could limit or gate certain stats or textures based on the monster/enemy level you kill, or the map level in case of chests. I will consider adding something like that. The textures is going to be a bit much for a tutorial, but I can do it with stats and data.
@@GameDevelopmentCenter thats awesome thanks man. I was wondering if it would be a smart idea for when trying to implement crafting i just add the recipe to the spreadsheet for each item and then read the spreadsheet same way in the tutorials in order to know what the recipe of each item is. Then go on to check if we have the items in our inventory, etc.
@@GameDevelopmentCenter thanks for the quick replies man will definitely be trying something like this soon. Keep up the great work you are one of the best in the godot community
I know this is has been a while for you but maybe you could answer one probably stupid question: Why are you using a collection for the rarity but arrays for the rest?
There isn't really much between them. Arrays tend to be faster so I use them when I can. Sometimes dictionaries are convenient for lookups, or code readability. In this particular instance, I can't remember. I think I used some snippets from a project I was working on so that may have carried over. Use what you like/prefer or makes sense in your code.
@@GameDevelopmentCenterThanks for that quick answer and clarification. I actually use your system to create my city population for my current project and arrays are my goto as well. Just thought I overlooked something since I havnt used Godot that long yet.
Let me know what you would like to see in other episodes in this new series 'Item Generation System'
Can't make promises, but if it fits the scope I will definitely include it :)
I love you man. This was exactly what I've been looking for! And I had that same feeling with another of your tutorials before. You are a huge addition to the Godot community. Thank you!
Glad I could help!
Simply amazing, haven't used any of your tutorials yet but it makes me happy to know I'll have your high Quality tutorials waiting for me in the future. Love the non beginer style of your videos. Keep it up!!
Another amazing Tuto video, I didn't reach that stage yet, but for sure I'll be back to this video some other day :D
No worries, you will get there faster than you think :) Just keep grinding that knowledge :)
Really cool!, I've been away from game dev from a while now, but it's always nice to see cool stuff like this : )
Thx Jaime :)
These are indeed amazing tuts, I've been reconstructing and modifying this grid series and picking some things from the first series and everything seems to fit nicely together. If you ever continue or recreate these inventory series, I would like to see a some sort of vendor logic too. How to sell and buy things. I kinda see how to make it with fixed loot panel and checking money amount etc, but like always, there probably is a stupidly elegant solution that I just can't see ;) Bless up.
Vendor system is on my long list of tutorial ideas. I will get to it, one day ^^
I love you man, thanks!
Very nice, thank you!
Glad you like it!
really really help full i use it uon godot 4.3 i learn alot i didn't know u can do [i] in for loop im beginner i start learning godot luccky to find your channel. Thanks alot :) i use this to have random drop in my game can u do grid based inventory like in path of exile or resident evil 4
Thank you for vid.
No problem, my pleasure :)
Are you Dutch by any chance? Pronouncing "Idea" as "Aydee" is such a Dutch thing hahaha! Great tutorial, a lot of the stuff here on your channel are topics I'm currently implementing so it's a treasure trove this!
Yes I am! My gf always teases me with 'Aydee' lol
as always thank you
As always, my pleasure :)
holy shit that cool, tnx u rly
Since you're making random items you could give them unique textures by combining different parts, but how can you constrain your system in the case of only wanting to generate low level items? I imagine you could add a score for every modifier and only allow a max sum in certain maps, but how would you do it?
You could limit or gate certain stats or textures based on the monster/enemy level you kill, or the map level in case of chests.
I will consider adding something like that. The textures is going to be a bit much for a tutorial, but I can do it with stats and data.
@@GameDevelopmentCenter Awesome, thanks!
Can you do crafting tutorial based on your spreadsheet inventory method
I got crafting on my list, not sure if it will be 2021 or 2022
@@GameDevelopmentCenter thats awesome thanks man. I was wondering if it would be a smart idea for when trying to implement crafting i just add the recipe to the spreadsheet for each item and then read the spreadsheet same way in the tutorials in order to know what the recipe of each item is. Then go on to check if we have the items in our inventory, etc.
@@GamerPlaya12 Pretty much yeah. Depends a little on the specific crafting system you are aiming for, but that would definitely work :)
@@GameDevelopmentCenter thanks for the quick replies man will definitely be trying something like this soon. Keep up the great work you are one of the best in the godot community
@@GamerPlaya12 Thx Jonahholdfish :) My pleasure :)
How can you change from json to some system inside Godot? Is it easy
Yeah should be very easy, could make a toolscript to put it in a different file format
I know this is has been a while for you but maybe you could answer one probably stupid question: Why are you using a collection for the rarity but arrays for the rest?
There isn't really much between them. Arrays tend to be faster so I use them when I can. Sometimes dictionaries are convenient for lookups, or code readability.
In this particular instance, I can't remember. I think I used some snippets from a project I was working on so that may have carried over.
Use what you like/prefer or makes sense in your code.
@@GameDevelopmentCenterThanks for that quick answer and clarification. I actually use your system to create my city population for my current project and arrays are my goto as well. Just thought I overlooked something since I havnt used Godot that long yet.
@@dwiss2556 yeah, always good to check. If you haven't already, considered joining the Discord. Makes communication much easier :)