Easier Done than Said

A bit media heavy update, so bear with me:

Arashi finds a ring
Hmm, this looks interesting...
Not exactly what she was hoping for
Ok, maybe not as exciting as Arashi had hoped
Shadowdawn Main Menu
Better check my backpack to see what this ring is all about
As expected, the ring is worthless
And that settles that!
Arashi leaves the poor ring to fend for itself
Discarding the ring, Arashi moves on to look for better treasures

Since pictures say pretty much everything, this is the progress I’ve made on programming the inventory menu (I didn’t take a screenshot of equipping it, because I forgot that I gave the ring a +200 hitpoint bonus which ruins my storytelling since the ring isn’t ACTUALLY as worthless as it sounds).  Individual items can appear on the map, and not only be dropped by enemies by defeating them, but Arashi can drop the items she doesn’t want as well, or just can’t carry at the moment.  The status and inventory menus fully work, from equipping into empty slots to replacing gear (and showing stat comparisons by doing so), sorting the backpack by item type, along with dropping items and giving unique descriptions for people really interested in what they’ve found.  I still have some graphics to make and a bit of polishing on the actual layout for the statistics especially, but functionality-wise it’s all done.  And I’m sick of looking at it for now!  So until the game is much further along, I probably won’t be revisiting these menus other than testing gameplay.

About Astrael

A long-time independent game developer that was lucky(?) enough to have grown up with the gaming industry. I am a programmer, a game designer, a concept and pixel artist, a music composer, and a novelist. This has been my dream for as long as I can remember, and I am determined to take advantage of every talent I hope I have to make it happen!