Quick look at a draft of the LD inventory. Shows also the gameplay possibilities it can generate.
When I first saw a grid-based inventory system in Diablo I thought it was a pretty clever idea. It was fairly realistic and fun – something which I always aim for. Nowadays I see a lot of bad opinions about it. Somebody even making a parody called “Inventory Tetris” – http://ping.fm/t7KYb Out of all the make-fun comments on that site one of them states: “… we are falling for the PR people’s “less is more” trap. Basically, mainstream game design in the 21st century consists of eliminating anything that could confuse a stupid person. And it’s good because, that way the audience is expanded significantly.”. I have to agree with this. Players are made dumber and dumber. You can’t make hints or walk-throughs or make a cut-scene out of a grid-inventory system so the only solution for AAA games is to eliminate the system and introduce something simpler than simple. Grid-systems are simple and work well in my opinion. I’m going with my intuition here and will take ideas from X-Com, Hidden & Dangerous 2 and Jagged Alliance 2 inventory systems.
I started thinking about inventory management for LD. Even before thinking of it as an RTS I thought a RPG slot-based system would be best. I don’t know for sure yet. I would be happy to read different views on the subject. Here is a nice discussion about different kinds of inventories.
Joystick controller support
Woo! I added joystick support for Link-Dead and it works with my XBox controller! That was easy and it feels really good. You probably know what’s coming next?
Today is one of those days when nothing works. Although I managed to do this
in weapon scripts.
This is a config file for a Link-Dead weapon - Any suggestions are welcome.









