• Tutorials
  • Advanced Inventory / Item System Tutorial Series [Godot 3.1]

Hey everyone,

Earlier this week, I posted a video on signals. That video was part of a series of tutorials. Part 6 will be online soon, and I feel making a new topic for every instalment is a little spammy. Therefore, I made this new discussion to post the whole series in.

Let's start with part 1: Creating the UI panel

Part 2: Importing large amounts of data from spreadsheet/excel/google sheets into Godot.

Part 3: Using the imported data from episode 2 for random loot generation.

Part 4: Adding a chest and using physics; collisions & detection to make it functional.

Part 5: The tutorial I posted earlier on using signals to link different game elements together.

Part 6: Accessing variables inside other nodes for even more advanced and complex mechanics

Do you have an amazing inventory UI? Cool, now how do you get items in there? In this tutorial, we pick up our first items in the game-world and bring them to our inventory; ready to be saved!

4 days later

'Match'; an underused function in Godot. Use it to write more concise, and performance-friendly code. In this 8th part of our Advanced Inventory Series, we use 'match' to identify the category type of a looted item and store it in the matching inventory tab.

Nothing more annoying than losing all the hard-earned gold and items you gathered in a game session, BUT, no longer! In this tutorial, we will save our game/inventory to JSON, and load it when we start a new session.

With this episode, we are nearing the end of this series. In episode 10 we will make the inventory UI panel functional, including a state machine for the item inspector/compare tool. In episode 11 we will finish this series with stat upload functionality inside the inspector tool. After that, the new tutorial series on Battle Mechanics will launch on Friday the 11th of October!

4 days later

A state machine can be used to turn complex code, with (nested) if/elif/else statements, into a fast, and easy to read, piece of code. In this tutorial, we use a state machine to build the item inspector, with which player can compare two items to determine which one is best for them.

Adding, deleting and altering scenes (realtime) in code is an essential skill to build complex features while keeping a good overview of your code/project. In this tutorial, we take this concept and finish the inventory tutorial.

This is the final episode of this inventory series. I hope this has been helpful :) Friday the 11th the combat series will start!

5 months later

Thank you for this clear tutorial that masqureds as an inventory system while actually being a primer for how to go from zero to hero in Godot. (I'm hoping, I'll see when I can actually get through the tutorial :)

@dragonalumni said: Thank you for this clear tutorial that masqureds as an inventory system while actually being a primer for how to go from zero to hero in Godot. (I'm hoping, I'll see when I can actually get through the tutorial :)

Hehe, thx Dragonalumni, hope you find this, and my other series helpful :)