thanks for the health toggle command
anyway, maybe there should be a spare inv. spot for whatever you pickup in the dungeon
a good game i've played as an example, Catacomb Kids, lets you pretty much pick up any item and keep it in your inventory
items are sorta handled how you're handling them now, you can throw them at an enemy to learn about what potions do or throw rocks at goblins lol. i feel like theres more depth to the game if you can keep a potion for when you really need it just in case.
also idk if the wind waker style smoke effects work for this game, im kinda inbetween about them.
also man, im sorry i saw a glitch with the terrain where i couldnt fall down the hole but it was completely normal looking, like there was something in the way but there wasnt, and i didnt make a gif of it :^(, atleast i eventually fell down after swinging at nothing for a second
Going to pickup Catacomb Kids when I get some spare time to play around with it, would be interesting to see how their inventory evolved since the kickstarter.
I definitely agree there's more depth with being able to store items, I'm just worried since the game has a much faster pace now that a standard inventory would bog things down.
Having one spare slot would be cool, I just want to avoid any complex inventory management.
The wind waker particles are just me testing things out, before that we were still using mostly stock torque particle textures with a few from Blockland thrown in as well.
I feel like more solid, less trans/alpha stuff works though the specific wind waker style somewhat doesn't.
That is a strange glitch, was it a black tile that had a perfect reflection under it? If so this was actually a glitch with the dungeon batcher that I've been trying to figure out for a while now.
2 more things too
i did that with a boomerang lmao, it still activated the trap tho when i picked up the idol so thats good
also staffs are just colored red in the alt. weapon spot
i picked up a green staff
idk if these are significant but they're there
I'll have to fix the boomerang thing, it should definitely move the item but it needs to trigger the trap.
Staffs are actually going to be switched to a new item type, given their volatile nature and quick use they're going to function more like a breakable object that you can shoot a few times.
It's basically going to be an extension of the interactable system we have now with the pots/chests/potion type items, this will also allow us to have things like special weapons that the enemies drop that you can use which break in a few hits.