Spent the past couple of days working on this. I started something similar a while ago, but I didn't get anywhere. What I have now is fully functional, if unpolished and incomplete.
I don't know what I like about inventories, but it's probably something to do with having enjoyed them in Stalker, Neverwinter Nights, Deus Ex, and System Shock 2. The former two had multitile items, and so could technically have had inv tetris, but instead they had an effectively infinite amount of slots, and used weight instead. The latter two games did classic inv tetris, with limited space, but no other restrictions. I think I'd like to have the best of both, with limited space, -and- weight restrictions! It might turn out to be terrible, but I hope not- perhaps it'd be more akin to the inventory in Jagged Alliance 2, where you can expand your slots with bags and whatever, but still have to handle weight.
I might do another post with some details on how I've implemented it. Though it's not particularly complicated, there seems to be a scarcity of resources for creating inventories like this.
I can handle environment decals the same way I handle particle effects from bullets hitting objects- just spawn a textured plane in front of the object, rather than a particle effect. I don't know why I never thought of this before.
After listening to the Klad Hest remix of Rano Pano on Mogwai's recent A Wrenched Virile Lore remix album, which strongly reminded me of certain parts of the System Shock 2 soundtrack (see below), I decided to try and make something that roughly imitated the style and atmosphere of it.Keep reading »
Decided to make an attaché case as a general objective item or MacGuffin. I still need to decide how I'm going to rig it (whether I'm going to rig it), but the model is complete.
I'm looking forward to seeing it filled with cash, scorpions, drugs, incriminating documents and what not- it should be a pretty versatile prop!Keep reading »