Developing an Adventure Game Inventory Menu - using tables - Video Example from Stormy Studio
'DEVELOPING UNIVERSAL POINT AND CLICK ADVENTURE GAME INVENTORY USING TABLES'
Hello World...
WARNING… This is an unfinished UGLY development project… with nice rules underneath… I promise….
I thought I'd share what I've been tinkering with over the past few days, using any spare time available… which has amounted to not much at all.
I'm trying to recreate my old point and click adventure template (game mechanic) using Tables and with a Universal devices setup in mind. Last time I made it, it was for retina iphones (pre iphone 5), pre-tables and some slightly messier rules and logic than I can do today. Link to the old one.... http://www.stormystudio.com/game_templates/inventory.html
I've got the basic mechanics working, with items being easily added to a table for collectables, and have a working inventory table setup.
It still needs a lot more work to make it look cool, animate the inventory menu, animate items popping into the menu etc... make it universal, have save functions built in, extra tables for backups, blank tables to allow users to wipe the game and start again (that would probably be added once a game was fully made), … etc etc..
Anyway… hope its of interest… night….
Early Development Video Example...... sorry for the unenthusiastic voiceover, it's a little late.

I'm either going to use this to make a game or sell/give away with my other templates on the marketplace and my website
http://www.stormystudio.com
Cheers
Jon
Hello World...
WARNING… This is an unfinished UGLY development project… with nice rules underneath… I promise….
I thought I'd share what I've been tinkering with over the past few days, using any spare time available… which has amounted to not much at all.
I'm trying to recreate my old point and click adventure template (game mechanic) using Tables and with a Universal devices setup in mind. Last time I made it, it was for retina iphones (pre iphone 5), pre-tables and some slightly messier rules and logic than I can do today. Link to the old one.... http://www.stormystudio.com/game_templates/inventory.html
I've got the basic mechanics working, with items being easily added to a table for collectables, and have a working inventory table setup.
It still needs a lot more work to make it look cool, animate the inventory menu, animate items popping into the menu etc... make it universal, have save functions built in, extra tables for backups, blank tables to allow users to wipe the game and start again (that would probably be added once a game was fully made), … etc etc..
Anyway… hope its of interest… night….
Early Development Video Example...... sorry for the unenthusiastic voiceover, it's a little late.

I'm either going to use this to make a game or sell/give away with my other templates on the marketplace and my website
http://www.stormystudio.com
Cheers
Jon
Comments
We did something like that for our Point and Click template over at GSHelper.com.
Makes it nice and easy for the user to edit. Looking forward to seeing the final product.
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
its made with tables, some very tidy rules which should make it a doodle to create a game with. (It will just be images and ideas that hold a developer back :-)
Updates:
• Can now go back and forth between scenes, then inventory stays up to date, as does the scenes collectables and unlockables (doors).
• Inventory is collected before being used.
• Inventory can be hidden and unhidden.
• You can quickly change the number of inventory boxes (add a row in the inventory table, drag in another instance of an inventory box, name it the next number i.e. box number '8' and your done).
• Added text pop up boxes, currently making use of tables to display the text, which makes it very easy to add… I may change this to display images instead to allow for more aesthetic control. (including the ability to fade).
• Inventory logic all works smoothly (is fully labelled up with some 'notes').
• All tables are updated and saved as things are activated and collected.
• Simple scaling animation on the inventory box when an item is used (should work well once proper art work is added).
Check out video update 02 here… (Not all that interesting, no voiceover... but shows where we're at so far)
New visuals coming soon… to stop it looking quite so very simple...
Enjoying the process of solving a few little problems a day...
Looking good m8.
Darren.
Lump Apps and My Assets
@LudwigHeijden ... was thinking something similar myself... I'll tackle making it even simpler to change the number of inventory slots... I could have the inventory boxes spawn based on a number... which could then be increased and decreased in game.
The number of inventory boxes can now be controlled in game. Allowing for more slots to be collected or removed.
The slots are spawned as required.allowing you to change from 1 to 10+ really easily. The tables continue to work without any changes.
The inventory always remains central to the screen. And repositions each box depending on the number and width of the boxes.
All going well I will share some updated visuals soon.
Then I need to decide if this is for my own game or a template. Hmmm
YES IT STILL LOOKS BAD.... YES I'M STILL TINKERING WITH THE LOGIC... slowly slowly catchy monkey
- Still refining the rules and testing the setup to make sure it works as you'd expect.
Video below shows:
- Changing between scenes
- Maintaining inventory items and state of locked/unlocked doors
- Text box pops up
- Ability to change the number of inventory boxes in game.. current refresh properly when you change scene, which centralises the inventory no matter how may boxes there are.
Once I'm happy with this setup, I'll eventually make it look all shiny with polished graphics. Still some tinkering to do under the hood... and might work on some more advanced ideas, like the option to combine found items to make something else... (e.g. pieces of a space rocket)
Still looks pretty basic, but hopefully as I slowly tinker with it... it will get pretty awesome and become for a very easy to use collectables menu for all sorts of games... on all sorts of sized devices...
Edit: (video being processed by YouTube... give it a few mins if its not working yet)
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I'm gonna make some popcorn and watch these ASAP! Very curious about it cause I tried to make inventory system myself but it came out clunky
Roy.
Lump Apps and My Assets
Lump Apps and My Assets
Video Update 04:
• Inventory box backgrounds - load up behind inventory boxes.
• Collect larger inventory item (need to have it automatically re-aligh the inventory without having to wait to change scene)
• Simplified some logic to quickly allow the created of lockable or always open doors.
• New temporary background images- Whilst playing around with Cinema 4D's modelling tools this afternoon I created some random background images to chuck in this for now. (I know 3DS Max really well, but trying to get used to Cinema 4D).
- Will continue to tinker, add a reset option and at some point make some actual proper visuals.
Lump Apps and My Assets
Roy.
I'll post something a little later.
The inventory button now aligns to the left... I decided being centrally lined worked fine, but not necessary good for game design.
I've nearly got the inventory updating in size perfectly in when you collect a new one without having to leave the scene and go back... (just need to tidy the animation style...)
I've managed to get all my rules working to a point that I'm happy with for today. After a couple of days of it being slightly broken as I tried to rework some logic.
I can now drop prototype actors into a scene, quickly change 1 or 2 self attributes, drop an image on and they function correctly.
This works for:
unlockable items, (i.e. padlock, computer, stone of wonder etc etc.)
collectables, (link to table row using self.name for controlling its description and state...)
inventory bags (or varying slot numbers, set by self attribute, and linked to a table)
unlocked doorways
locked doorway
All the items can display text in the text pop up box by changing a self attribute to the correct row number for the text table. So its very easy to tweak text and potentially change languages just by telling it to show text from a different column.
The inventory now pops up and down and resizes appropriately. Also simple little scaling animation in the inventory when an item is used and the other items move across the inventory.
I'll post a video soon, I'm keen to make some better looking visuals and short gameplay example to put it through its paces.
Watch this space.... Hmm.. space... maybe I'll make a point and click space game.
I've quadruple checked the logic and checked numbers change as they should but the little truckers just won't die. I'm sure it's probably me rather than gamesalad but it has beaten me for the time being. I've deleted the rules, going to leave it for a few days and try and implement it again from a fresh perspective another day.
- New clean simple graphics (probably for a template, or just as a smarter place holder)
- You can un-highlight an item in the inventory by clicking on it or by selecting another.
- No items require saving to a key using behaviours, all is done via tables (which don't require loading).
- Changed rule setup so you use a self.attribute instead of self.name when relating to a row no. in a table.
- Door states of open/shut are saved to tables, and load instantly in a new scene. (actually more instant than the time it takes for items already collected to destroy themselves… hmm.. interesting.)
- I need to sort out the rules so a text box wont disappear if it is due to appear as another one is just about to close.
- Lastly I've got a new game idea I've started doodling ideas on... this may evolve into it.
- I need to create a little 'how to use' video at some point.
Hope you like the progress... and feedback or BIG ideas are welcome.
One idea I'd like to implement is having the text boxes not always be along the top of the screen, but actually pop up near to where you click and have a line connecting the text box to the item concerned.... to be continued.
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I want this template!
Roy.
@ChirpinGames at some point Ill make it available Im sure. Just tinkering for now trying to create a perfect setup making the most of tables and making it quick to use. I'll add a couple more scenes soon as a test at how quickly new ones can be created with locked items and more collectibles.
Once that's done and working beautifully I'll put it up alongside my other templates and submit to the official marketplace.
Should get a few mins free tonight, otherwise it's another week of tinkering on the train on the way home from work.