This is great, just bought the plugin and bought narrative last month. Love the save and load feature, seems so easy to implement. I would love to see a player attributes/stats tracking system that could tie in to narrative and inventory, so you get xp/money/stat increases from completing quests. these stats could then dictate if you can wear/use an item etc or different dialogue could be presented based on the stats attributes being met or not. Equiping/Unequiping certain clothes/weapons could add/remove armour stats or increase attack damage. I need to play around with both systems as this might be partially implemented or fairly easy for me to do myself thinking about it. Great work on the plugins reubs!
Dude this is fantastic... really really awesome stuff you have been working on, I'm going to sleep on this over new years but I think you have convinced me. I already have narrative 3 so this seems like an obvious choice.
2:05 - Make sure you go and watch the new COMMON UI tutorial first. You now create the inventory differently in the latest update! Everything else should be fine :D Loving this so far. Follows the Narrative philosophy. Plugin and play. Simple, easy, replicated.
Small QoL Bug 5:32 -- Setup: BPNI_Food.MaxStackSize=10, Inventory.DefaultItems[Apple].Quantity=25. I expect it to reset to 10 and grey-fill the slider range for the dialog box. Actually, it resets to 10, but the dialog box is still black. There's no slider range indicator (see Inventory.Capacity for an example of the grey slider range thingy ) IIRC the fix is something like `meta = (ClampMin = "0", ClampMax = MaxStackSize, UIMin = "0", UIMax = MaxStackSize))` . It needs ClampMax and UIMax The slider range is helpful from a design perspective. I noticed the reset to 10 when I started debugging after PIE, I didn't catch it when I set the Quantity to 25. With the grey slider range, I would have caught it earlier. I was curious if it would give me 2 stacks of 10 and 1 stack of 5 Apples at new index if I put in 25. Additionally, I recently needed to improve the performance of a UI. Surprisingly, this isn't uncommon. There are quite a few 'low-hanging fruits' to optimize in UI, and they are easier to implement from the beginning instead of refactoring. For example, using Grid Panel instead of Canvas reduces draw calls. Moreover, I find Grid Panel way easier to work with. This looks great! I've been looking at a few inventory plugins as well as CommonUI, and I'm excited to dig into how y'all set this up. I'm half expecting a subsystem, MVVM, or something...I'm excited! I can't use it out of the box bc players need a UI for multiple Characters (think Kenshi, Mount&Blade, RimWorld, Guild 2). I like how it seems designer-friendly and easily extensible. Great job!
Currently looking into adding controller support via common UI but not yet! I will keep you posted though as this is something on our roadmap for sure.
This tutorial is outdated, please see the latest one here: th-cam.com/video/ZfvnQaNQRIo/w-d-xo.html
This is great, just bought the plugin and bought narrative last month. Love the save and load feature, seems so easy to implement.
I would love to see a player attributes/stats tracking system that could tie in to narrative and inventory, so you get xp/money/stat increases from completing quests. these stats could then dictate if you can wear/use an item etc or different dialogue could be presented based on the stats attributes being met or not.
Equiping/Unequiping certain clothes/weapons could add/remove armour stats or increase attack damage.
I need to play around with both systems as this might be partially implemented or fairly easy for me to do myself thinking about it.
Great work on the plugins reubs!
Dude this is fantastic... really really awesome stuff you have been working on, I'm going to sleep on this over new years but I think you have convinced me. I already have narrative 3 so this seems like an obvious choice.
Awesome, can't wait to see you around in the discord!
2:05 - Make sure you go and watch the new COMMON UI tutorial first. You now create the inventory differently in the latest update!
Everything else should be fine :D
Loving this so far. Follows the Narrative philosophy. Plugin and play. Simple, easy, replicated.
Small QoL Bug 5:32 -- Setup: BPNI_Food.MaxStackSize=10, Inventory.DefaultItems[Apple].Quantity=25.
I expect it to reset to 10 and grey-fill the slider range for the dialog box.
Actually, it resets to 10, but the dialog box is still black. There's no slider range indicator (see Inventory.Capacity for an example of the grey slider range thingy )
IIRC the fix is something like `meta = (ClampMin = "0", ClampMax = MaxStackSize, UIMin = "0", UIMax = MaxStackSize))` . It needs ClampMax and UIMax
The slider range is helpful from a design perspective. I noticed the reset to 10 when I started debugging after PIE, I didn't catch it when I set the Quantity to 25. With the grey slider range, I would have caught it earlier. I was curious if it would give me 2 stacks of 10 and 1 stack of 5 Apples at new index if I put in 25.
Additionally, I recently needed to improve the performance of a UI. Surprisingly, this isn't uncommon. There are quite a few 'low-hanging fruits' to optimize in UI, and they are easier to implement from the beginning instead of refactoring. For example, using Grid Panel instead of Canvas reduces draw calls. Moreover, I find Grid Panel way easier to work with.
This looks great! I've been looking at a few inventory plugins as well as CommonUI, and I'm excited to dig into how y'all set this up. I'm half expecting a subsystem, MVVM, or something...I'm excited! I can't use it out of the box bc players need a UI for multiple Characters (think Kenshi, Mount&Blade, RimWorld, Guild 2). I like how it seems designer-friendly and easily extensible. Great job!
Hello Reubs. This looks great! As for the inventory system. Is there a controller input support available? Thanks!
Currently looking into adding controller support via common UI but not yet! I will keep you posted though as this is something on our roadmap for sure.
@@reubs Thanks! Appreciate the response.
Update: Full controller support has now been added.
@@narrativetools Yay! Thanks!
Hey is there a feature to move the items (DragDrop)?
All good, but never use metahumans in real projects 😅