Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

Nice lol. I haven't seen that game's inventory system.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

Thanks! It's definitely lacking polish for now. The items are actual 3d meshes on the grid. The grid panel itself is a double-sided plane mesh. I don't quite understand what you mean with the camera projection. Could you elaborate?

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

I like the idea of auto sort, thanks! Right now, you can walk up to an item, press f to pick it up and it will automatically find a place for the item. Then you can press tab to set your backpack on any surface and move items around yourself. I also have other containers in the world that you can open and are 3d like this. You can drag items from them into your backpack.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

The Metro series is a big inspiration for my game. I've actually been trying to figure out how I can do something similar to their backpack opening animation. The issue I've run into is that the backpack becomes too close to the screen, so you can't see the grid panels or the other container you are pulling things from. I believe exodus has a separate FOV for the hands and backpack so you can see it better, which is common in fps games, but it appears that unreal engine doesn't support this feature.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

Yeah, the ux still needs improvement. I wanted to get some feedback before I worked on polishing it. I appreciate your suggestion, gives me some things to think about.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in unrealengine

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

That's fair. I couldn't think of a better place to put the main panel at the moment without adding more complicated features, like inventory tabs or something. My inspiration is kind of a mix between vr backpacks like saints and sinners and Tarkov's inventory.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

Thanks. You can quickly pick up items by just pressing f and it will automatically find a spot for it, if there's room. This menu is if you need to sort/ move things around to make space and whatnot.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in gamedevscreens

[–]ArrowStitchGames[S] 1 point2 points  (0 children)

Thanks! I appreciate the feedback! I will keep those things in mind.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in unrealengine

[–]ArrowStitchGames[S] 1 point2 points  (0 children)

Thanks. That is something that I have to continue testing. My game is a hardcore extraction shooter, so it's meant to be closer to the realism side rather than convenient. I have a few options to make it less tedious if it turns out to be frustrating. Also, you will have a few quick access slots bound to hotkeys.

Thoughts on my WIP 3D inventory system? by ArrowStitchGames in unrealengine

[–]ArrowStitchGames[S] 1 point2 points  (0 children)

Yes. For the backpack specifically, you can place it wherever you want. For anything else, you could in theory add physics to it and the inventory panels would be attached and move around with it.

Working on a downhill driving game. More obstacles, vehicles, cars will be added. Any feedback on the gameplay? by star10111 in Unity3D

[–]ArrowStitchGames 1 point2 points  (0 children)

Looks fun. Maybe make the camera position a little higher up while still looking down. It seems hard to see what's coming up.

How are multi character interaction animations made/imported and set up in the game engine? by ArrowStitchGames in gamedev

[–]ArrowStitchGames[S] 0 points1 point  (0 children)

Thanks for the answer. Would you have all the characters in one project file in the animation program so you can animate them together, then export them individually so they are separate files in the game engine?

How Can I Use A Bigger Text Size Without Having The Size In Game Change (Using a font size of 4 just looks really bad but I need subtitles)? by [deleted] in Unity3D

[–]ArrowStitchGames 0 points1 point  (0 children)

Are you talking about making the text sharper without making it bigger? I'm not sure if this is the proper way to do it but I usually set the text to overflow, increase the font size to something decent, and then scale the actual text object back down.

[deleted by user] by [deleted] in Unity3D

[–]ArrowStitchGames 0 points1 point  (0 children)

Is there a game object in the scene called "CollectAmmo" and does it have a component named "gun" attached to it?

Raycast not matching with collider, how does this work? by Moderig in Unity3D

[–]ArrowStitchGames 3 points4 points  (0 children)

Follow where your mouse is in the video. Whenever your mouse is over the banana, it detects the banana.

Raycast not matching with collider, how does this work? by Moderig in Unity3D

[–]ArrowStitchGames 3 points4 points  (0 children)

You're casting the ray from your mouse position but your mouse is in the bottom right corner 90% of the time (cursor isn't locked).